*Unconverted Material:
-Echoes: Amplification, Biowire, Acceleration, Immersion (renamed Mind over Machine to Immersion), Multiprocessing, Sparky, Mesh Reality, Resonance Exchange
*~~~~~~~~~~~~~~~~~~~*~~~~~~~~*Block of Text Incoming*~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~*
SR5 Converion of Streams:
[ Spoiler ]
Cyberadepts
Fading: Willpower + Resonance
Sprites: Courier, Crack, Data, Fault, and Machine
Dronomancers
Fading: Intuition + Resonance
Sprites: Crack, Data, Fault, Machine, and Tutor
E-Scapists
Fading: Willpower + Resonance
Sprites: Courier, Crack, Data, Fault, and Tank
Info Savants
Fading: Intuition + Resonance
Sprites: Code, Courier, Data, Machine, and Paladin
Networkers
Fading: Charisma + Resonance
Sprites: Code, Courier, Crack, Data, and Sleuth
Singularitarians
Fading: Logic + Resonance
Sprites: Courier, Crack, Data, Tutor, and Tank
Sourcerors
Fading: Logic + Resonance
Sprites: Code, Courier, Crack, Data, and Machine
Technoshamans
Fading: Charisma + Resonance
Sprites: Crack, Data, Machine, Paladin, Sleuth
SR5 Conversion of Paragons:
[ Spoiler ]
01
Advantages: +1 Die for Compiling and Registering Sprites of any type.
Disadvantage: Must spend 2 Edge points to negate a glitch or downgrade a critical glitch.
Alias
Advantages: +2 dice for the Spoof Command Action; +1 die for Crack or Sleuth sprites when converted)
Disadvantage: Must spoof lifestyle (need to convert lifestyle spoofing rules).
Archivist
Advantages: +2 dice for the Matrix Search action; +1 die for Crack or Data Sprites.
Disadvantage: Cannot willing destroy or corrupt data. Must succeed at a Willpower + Logic (3) Test to purposefully do so.
Architect
Advantage: +2 dice for the Edit File action; +1 die for Data or Machine Sprites.
Disadvantage: -1 die for Crash Program tests.
Babel
Advantages: +1 die to Online Etiquette and Language Tests; +1 die for Courier or Tutor Sprites.
Disadvantages: Must succeed at a Willpower + Logic (3) Test in order to Encrypt anything.
Black Hat
Advantages: +2 dice for the Hack on the Fly action; +1 die for Crack or Fault Sprites.
Disadvantages: The technomancer must succeed at a Willpower + Charisma (3) Test to avoid hacking into a node that is interesting in any way.
Cryptome
Advantages: +2 dice for the Edit File action to set Protection on a file you are the owner of and +2 dice for the Crack File action; +1 die for Courier or Data Sprites.
Disadvantages: You must succeed at a Willpower + Logic (3) Test to share secret or important information with someone you do not trust completely.
Daedalus
Advantages: +2 dice for Hardware Tests; +1 die for Machine or Fault Sprites.
Disadvantage: Any device that has been modified or worked on by a Daedalus Technomancer imposes a -2 modifier to a non-Daedalus Technomancer.
Delphi
Advantages: +2 dice for Matrix Perception actions; +1 die for Code or Tutor Sprites.
Disadvantage: Must succeed at a Willpower + Logic (3) Test to make any quick decisions in a situation they did not plan for.
Echelon
Advantages: +1 die for the Snoop and Trace Icon actions; +1 die for Crack or Sleuth Sprites.
Disadvantage: Echelon technomancers suffer a -1 modifier in the situations where they are caught off guard, lacking information, or running into a situation blind. This modifier stays until they have properly assessed the situation or remedied the lack of information.
Flow
Advantages: +2 dice for the Threading Complex Form action; +1 die for Code or Data Sprites.
Disadvantage: -1 die for the Data Spike action.
Idoru
Advantages: +2 dice for Con Tests; +1 die for Crack or Sleuth Sprites.
Disadvantages: Must succeed at a Willpower + Logic (3) Test to avoid manipulating data in their favor when the opportunity affords.
Intrusion Countermeasure (IC)
Advantages: +2 dice to all Matrix Damage Resistance Tests except for Fading; +1 die for Paladin Sprites.
Disadvantages: If the IC Technomancer fails to protect or guard something he has committed to, or does not achieve a self chosen goal, he is at a -1 modifier on all tests until he atones.
Probe
Advantages: +2 dice for Matrix Perception actions; +1 die for Crack or Sleuth Sprites.
Disadvantages: Probe technomancers receive a -2 modifier to the Hack on the Fly action if they don't successfully use a Matrix Perception action against the target first.
Pulse
Advantages: +1d6 for Matrix Initiative.
Disadvantage: -2 dice for Brute Force actions.
Shooter
Advantages: +2 dice for Data Spike actions; +1 die for Paladin or Tank Sprites.
Disadvantages: Must succeed at a Willpower + Logic (3) Test in order to retreat from a Matrix fight.
The World Tree
Advantages: +2 dice for the Matrix Perception action; +1 die for Code or Courier Sprites.
Disadvantages: When faced with new information, unusual data, or a phenomena, the technomance must succeed at a Willpower + Charisma (3) Test to resist dropping his current task to analyze and acquire the information (if possible).
SR5 Conversion for New Sprites and Sprite Powers
[ Spoiler ]
Code Sprite
Attack Sleaze Data Processing Firewall Initiative Initiative Dice Resonance
L L+1 L+3 L+2 (Lx2)+3 4D6 L
Skills: Computer, Electronic Warfare
Powers: Info Sortilege, Probability Distribution
Paladin Sprite
Attack Sleaze Data Processing Firewall Initiative Initiative Dice Resonance
L+2 L L +1 L+3 (Lx2)+1 4D6 L
Skills: Computer, Cybercombat, Hacking
Powers: Castling, Hardening
Sleuth Sprite
Attack Sleaze Data Processing Firewall Initiative Initiative Dice Resonance
L L+3 L+2 L+1 (Lx2)+2 4D6 L
Skills: Computer, Electronic Warfare, Hacking
Powers: Cookie, Traceroute
Tank Sprite
Attack Sleaze Data Processing Firewall Initiative Initiative Dice Resonance
L+4 L-1 L L+1 (Lx2) 4D6 L
Skills: Cybercombat
Powers: Assault
Tutor Sprite
Attack Sleaze Data Processing Firewall Initiative Initiative Dice Resonance
L-1 L L+4 L+1 (Lx2)+4 4D6 L
Skills: Computer, Hardware, Software, Instruction
Powers: Proficiency, Stability
New Sprite Powers
Assault
When using the Assault power, a sprite can attack a persona
or icon with two attacks as if using two weapons in real ranged
combat (see Multiple Attacks free action, SR5 pg. 164). Instead of
splitting the dice pool in half, however, only the sprite’s Level
is halved, adding its Attack rating to each attack separately. Assault is
a single attack and can only be executed against an icon once for
the duration of a combat.
Castling
Named after the chess move, a sprite using this power with a
Complex Action can redirect damage targeted at the technomancer
to itself by temporarily mimicking the technomancer’s access ID.
Hardening
A sprite with this power can temporarily empower its Firewall
to become like Hardened Armor (p. 397, SR5), allowing
the sprite to soak damage from most sources as long as it
continues to use the power. Using Hardening counts as a Complex
Action, similar to going on Full Defense.
Info Sortilege
The Info Sortilege power gives the Sprite an intuitive
feel for the way information links together—it can almost “feel”
the right route to pursue when gathering information. More importantly,
this power enables the Sprite to analyze data it has collected for clues
that will give it insight into hidden facts, allowing it to make deductions
and uncover hidden connections.
To use Info Sortilege, the Sprite must first gather a small hoard of data on the
subject. It then enters a mild trance state that will reveal data vestiges,
links, and traces that are normally lost in the noise of the code. The
insights and information from following these datatrails should be beyond
what mere search operations or basic research would uncover.
Mechanically, with a suitable amount of data at hand (at least two
hits with a Matrix Search action), the seeker declares its intent
to use Info Sortilege and enters a mild trance (–2 dice pool modifier
to all other actions). It must then make a Computer + Resonance
Test to follow the thin datatrail in the Matrix like a sleepwalker. The
more hits the Sprite scores on this test, the more hidden pieces
fall into place to reveal the bigger picture, how information about the
subject intertwines and relates to each other. Depending how information
is hidden, the search might also lead the Sprite to nodes
that have to be hacked to acquire the information therein.
Probability Distribution
A sprite with this power can change the probability distribution
of a Matrix action by raising or lowering the amount of system
resources allocated to perform it. To use this power, the sprite rolls
a test of its Level x 2 against half the device’s Data Processing (round
up) as a threshold. If it succeeds, either increase or decrease the
dice pool of the targeted test by a number of dice equal to half the
sprite’s rating (round up). As this test requires a Complex Action,
the sprite must have delayed its action to use this power in order
to affect another’s test.
Proficiency
Tutor sprites possess one skillsoft that grants them an
understanding of one Technical, Vehicle, or Knowledge
skill, chosen upon compiling. While it can teach these skills
to any person, like an instructor or interactive tutorsoft, it
can also use this skill to assist a person in AR or VR as some
kind of virtual assistant, with a proficiency power similar to a
medkit’s autodoc program or an autosoft for humans. When
the sprite guides a user through a complex task (not necessarily
only the technomancer) who does not possess the skill in
question, the character may perform the skill test without any
modifiers, counting half the sprite’s level (round up) as the
level of the skill. Since the sprite acts as a kind of smart tutorial
and teacher, assisting someone in this manner is usually more
time-consuming than the normal test would be, and therefore
requires an Extended or Complex Action depending on the
situation (gamemaster’s call).
Traceroute
The Traceroute power allows a sprite to sniff out the
datatrail left by an individual’s daily interactions with the virtual
world—credit transactions, phone calls, video surveillance
shots, email, driving a car with GridGuide, or even using a passkey
to get through a corporate enclave’s security gate. In 2075,
almost everyone leaves a constant trace of themselves within the
Matrix on a daily basis, every time they access their commlinks.
Traceroute gives a sprite the ability to home in on the most recent
interactions.
To use Traceroute, the sprite “sniffs” some data relating to
the target and makes an Extended Test pitting its Level + Computer
against a variable threshold as determined by the Traceroute Table
with a base time of 1 hour. If it succeeds, the sprite can
locate the node that the target is currently in, if that person is online,
or the most recent physical location from which the target
interacted with the Matrix.
Traceroute Table
Subject Interacts with the Matrix: Threshold:
Constantly 4
Infrequently (a few hours a day) 8
Rarely (once a day) 12
Very Rarely (less than once a day) 16
Complications: Modifier:
Subject's most recent transaction/access was logged -1
Subject using a Cyberdeck or is a TM +Sleaze rating
SIN, commcode, or MSP address known -3
SR5 Conversion of Echoes:
[ Spoiler ]
Blur
Since any uses of Resonance leave a Matrix signature on
anything they affect, technomancers can cover their tracks more
efficiently with the Blur echo. This echo creates a diffuse resonant
“fingerprint” that is hard to identify and recognize later. Increase the
threshold for Matrix Perception Tests to detect the technomancer’s
signature (including the threshold of 3 to recognize the
effect of the signature, p. 250, SR5) by his submersion grade. This
has the bonus effect of making his complex forms and sprites look
like regular programs and agents to casual inspection.
Coenesthesia
Resonance entities (technomancers, sprites) cause small ripples
in the flow and fabric of the Matrix. A technomancer with this echo
is able to subconsciously sense these ripples in his vicinity. If there
is a trace of Resonance present, the gamemaster rolls Resonance +
Intuition for the technomancer with a threshold of 3 to determine if
he subconsciously detects it, although a subsequent Matrix Perception
Test is needed to actually locate the entity or signature. Add a +2 dice
pool modifier for the subsequent Matrix Perception Test.
Defragmentation
With this echo, the technomancer is able to heal Matrix damage
done to his living persona. He can only heal damage that
would affect the living persona, not damage to his meat body from
Black IC programs or Fading. To perform Defragmentation of his
living persona, the technomancer makes a Resonance + Willpower (1
Combat Turn) Extended Test. Each hit regenerates one box of damage.
The technomancer may not perform any other action while undergoing
Defragmentation. Any damage remaining after using Defragmentation
must be healed through normal rest.
E-Sensing
E-sensing enhances the technomancer’s perception of electric fields in the real world.
Technomancers with this echo may make a Resonance + Perception
Test to physically sense nodes, sensors, drones, and other electronic
devices—as well as the bioelectric fields of people and animals. Each
hit gathers information about the target, as noted on the E-Sensing
Table. Use of this ability requires an Observe in Detail Simple
Action. The range of the electric sense is Resonance x submersion
grade in meters.
E-Sensing Table:
Hits/ Information
1/ Presence and direction of the electrical field’s source; whether the source actively
projects any electromagnetic signals
2/ Relative size and type of the source (metahuman vs. electrical device); Device
Rating of any emitting devices; presence of cyberware implants.
3/ Type and model of device (RFID tag, commlink, coffee machine, drone, sensors);
determine whether person is a technomancer; location of cyberware implants.
4/ Rating of sensors; Device Rating of non-emitting devices; presence of nanites on the exterior;
obvious vehicle/drone modifications.
5+/ Firewall rating of device; presence of nanites in the bloodstream; whether a
node is slaved; presence of stealth tags.
Flexible Touch
This echo allows a technomancer to forge his Matrix signature,
making it look like someone else’s. Apply a modifier to the
threshold for Matrix Perception Tests equal to the technomancer’s
submersion grade to determine if tey see the technomancer’s real signature
or the forged signature. Flexible Touch also allows a technomancer to reduce the amount
of time his Matrix signatures last by 1 hour per point of submersion
grade. If reduced to zero, no signature is left at all.
Info Sortilege
The Info Sortilege echo gives the technomancer an intuitive
feel for the way information links together—he can almost “feel”
the right route to pursue when gathering information. More importantly,
this echo enables the technomancer to analyze data he
has collected for clues that will give him insight into hidden facts,
allowing him to make deductions and uncover hidden connections.
Some technomancers believe that they can even read the
future in the Matrix by observing how the data about a person,
location, or event behaves and flows. To use Info Sortilege, the
submerged technomancer must first gather a small hoard of data on the
subject. He then enters a mild trance state that will reveal data vestiges,
links, and traces that are normally lost in the noise of the code. The
insights and information from following these datatrails should be beyond
what mere search operations or basic research would uncover.
Mechanically, with a suitable amount of data at hand (at least two
hits in a simple Matrix Search test), the seeker declares her intent
to use Info Sortilege and enters a mild trance (–2 dice pool modifier
to all other actions). She must then make a Computer + Resonance
Test to follow the thin datatrail in the Matrix like a sleepwalker. The
more hits the technomancer scores on this test, the more hidden pieces
fall into place to reveal the bigger picture, how information about the
subject intertwines and relates to each other. Depending how information
is hidden, the search might also lead the technomancer to nodes
that have to be hacked to acquire the information therein.
Living ECM
A technomancer with this echo is able to adjust his bioelectric
field to a broad range of frequencies in his vicinity and act like a jammer
(p. 441, SR5) with a rating equal to his submersion grade. Jamming in
this manner requires a Complex Action to initiate and consumes a Free
Action each Initiative Pass to sustain. Each additional selection of this
echo grants a bonus of +1 to the jamming rating.
Macro
Macro enables a character to execute one additional noncombat
task with a single Complex Action with a –2 dice pool
modifier for each separate test. The second action can only be a
Matrix action. This echo can only be selected once.
Sift
Technomancers who possess this echo can intuitively sift
through massive amounts of data to find the appropriate information
they are looking for. In game terms, the threshold for Matrix
Search Tests is reduced by the technomancer’s submersion grade.
Skinlink
A technomancer with this echo gains the ability to use his skin
as connection to other devices. The technomancer can use this
link to hack any device he touches, even if wireless signals are jammed.
Note that the device does not need to have skinlink adaptation. Two
technomancers with this echo may mentally communicate with each other simply by touching.
Sprite Link
By choosing this echo, the technomancer gains the ability to
compile and register one additional species of sprite (beyond the five
basic sprites of his stream). This echo can be chosen multiple times.
Swap
Swap reduces the sustaining modifier for threading a Complex Form by one.
This echo can be taken twice, for a cumulative effect.
Widget Crafting
Technomancers with this echo can create icons called widgets
out of pure Resonance. Widgets act as virtual glyphs of power that
a technomancer can draw upon to help accomplish tasks in the
Matrix. Widgets are temporary Resonance items, virtual icons that
a technomancer can draw upon to help accomplish a task or to
protect her in the Matrix. Widgets aid certain Matrix actions,
granting a dice pool bonus equal to their rating. (Multiple widgets do
not apply a cumulative bonus; only the highest applies.)
Creating a widget requires a Software + Resonance (Rating x 2, 1 hour)
Extended Test. When the technomancer stops working on the
widget (either because it is complete or she ends the attempt), she
must resist Fading equal to twice the rating of the widget. Once
completed, the widget does not have to be sustained like a complex
form. It will only last for eight hours. Only the creator may use the
widget; if she falls unconscious due to Fading or Matrix damage,
the widget vanishes like any threaded complex form. Like complex
forms, widgets may be crashed.
Widget Types
Widgets come in several types, each shaped to support its
user on a different task.
Amp: This widget increases the potency of the technomancer’s
combat complex forms. Add its rating to all Cybercombat Tests.
Benchmarking: This widget optimizes the technomancer’s
processes while running, adding its rating for all Computer Tests
(including Matrix Perception Tests).
Cheat: Cheat improves the technomancer’s abilities by creating
an unfair advantage with the help of the widget. Add the
widget’s rating for all Hacking Tests.
Debugger: The debugger widget assists the technomancer
when dealing with Resonance code, adding its rating to all
Software Tests.
Decoy: This widget mimics the technomancer’s persona,
acting as a virtual decoy. If someone attempts to discern the decoy
from the real persona, make an Opposed Test pitting Computer
+ Intuition versus Resonance + widget rating. If hit by any attack
in cybercombat, the decoy is instantly destroyed.
Displacer: This widget acts an extra layer of buffering code
that protects the technomancer in cybercombat. Add the widget’s
rating to all Matrix combat Defense Tests.
Rendering: This widget increases the technomancer’s ability
to assemble sprites. Add its rating to all Compiling Tests.
Random Access Memory: A RAM widget acts as a memory
Matrix in which a complex form can be loaded. As long as the
widget is active, it sustains the program with Resonance energy,
releasing the technomancer from sustaining it. The
widget can sustain a complex form with a total rating up to its own rating.
Advanced Echoes
Advanced Overclocking
Prerequisite: Overclocking
Advanced Overclocking has the same effect as taking
Overclocking twice (counting the prerequisite echo). Together with
the Overclocking echo, the technomancer receives a total bonus of +2d6
to initiative while operating in full-sim VR
Enhanced Resonance Link
Prerequisite: Resonance Link
The Enhanced Resonance Link upgrades the otherwise lowlevel,
one-way empathic link to a real telepathic link, similar to the
Mind Link spell (including exchange of conversation, emotions, and
mental images). An enhanced resonance link works in both directions
and allows the exchange of data and information (suspected
to occur via the resonance realms) as long as both technomancers
are online in the Matrix.
Immersion
Prerequisite: Mind over Machine
A technomancer can “jump into” any wireless device, even
those that aren’t usually equipped with rigger adaptation—e.g.,
cameras, locks, commlinks, etc. If the technomancer does not have
access to the device, they must first hack in as normal.
Resonance Trodes
Prerequisite: Skinlink
The technomancer gains the ability to use his touch as trodes
for another person to provide simsense signals or even share his perception
of the Matrix. If used against the receiver’s will (for instance,
to drag a person’s mind into hot VR and nuke it with Black IC),
it requires a touch-based unarmed attack to apply the trodes, and
maintaining the grip may require a successful subduing attack.
If resisted, the technomancer must also beat their victim
in an Opposed Test, pitting Resonance + Willpower against the target’s
Intuition + Willpower. If successful, the technomancer’s touch
act as trodes until he stops or physical contact is broken.