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== TECHNOMANCERS == As the Sixth World has advanced with return of magic that surprised the world 50 years ago, a new wonder has made an appearance – the Technomancers; those who can access the wireless Matrix with only the power of their minds. :'''Arcane Background (Technomancer)''' :'''Starting Power Points''': 10 :'''Starting Powers''' (Called Living Programs): 3 :'''Skill''': Hacking (Smarts) :'''Power List''': Any (However Summon Ally works differently in this setting, see below). OTHER BASIC ABILITIES :'''Wireless Access''': Technomancers can somehow access the wireless Matrix without the benefit of a computer or comlink; they simply can sense and access it as if they did. This allows them to use any Emersion level within the Matrix. They also create something they call a Living Persona within the Matrix without any hardware to back it up beside their mind. They can natural access AR, Cold and Hot Sim. :'''Natural Signal Strength and Firewall''': Technomancers automatically have the Broadcast ability of 50” (100 yards) with the following modifiers (at no additional cost) – Firewall 1 and the Emersion enhancement and basic Interface abilities. '''LIVING PERSONA AND PROGRAMS'''</br> The Technomancer start with something called a ''Living Persona''. This grants the Technomancer all the benefits of a comlink and datajack without requiring one. When emerged into the Matrix their Persona’s Strength Trait is equal to their Smarts die and their Vitality Traits is equal to Spirits (Matrix Toughness is equal to 2 + ½ Spirits). Technomancer also uses their Hacking as their Fighting skill with Matrix Parry (2 + ½ Hacking). The Technomancer starts with all of the Matrix Skills. Her Browse and Search skill are equal to her Smarts die and her Sneak and Trickery are equal to her Spirits die. A Technomancers’ Living Persona ‘Powers’ works just like a Magic Users spells but only within the Matrix and only effect Matrix Hosts, Programs, IC and other Personas. A Technomancer uses her Hacking skill to ‘cast’ these spells and they cost the same Power Points as listed. Note that a Technomancer can run any number of powers at the same that as they wish to 'maintain'. They are not limited by their Matrix Strength as normal Deckers. As with other Magic Users, a Technomancer gains two power with the New Powers edge. In order to raise her Matrix Attribute Traits or Matrix Skills an Advance grants them 2 points for Matrix Attributes or 4 points for Matrix Skills. These skills are not tied to attributes but the max is d12. '''POWERS IN THE MATRIX'''</br> The Technomancer uses Powers in the Matrix as a magic user uses them to cast spells in the ‘real world’. Programs, Hosts and IC all count as creatures that can be affected by Powers like ''mind reading'' or ''object reading'' or ''puppet''. Range is meaningless in the Matrix and so any range listed for a power is ignored. Area Effect powers will effect the entire Device or Host area irregardless of the Burst size. There are a few powers that don't really work in the Matrix as there are no equivelent targets. For example ''animal friend'' is hard to use as there are very few free spirt like entities that might count as an animal in the Matrix. Technomanchers are vulnerable to Grey and Black Hammer attacks as their minds are exposed directly to the Matrix. However the Powers ''arcane protections'' and ''protections'' acts as 'Toughness' verses these attacks (normally arcane protection only protects against other Technomancers Powers and Sprite attacks). There are two Powers that need special attention for how they work in the Matrix…</br> :'''Astral Projections''': this power works in the Matrix like the real world(?) for mages. The Technomancher can move through most Nods security unseens and only other Technomanchers and Sprits can somewhat interact with them. However they cannot see or understand the cdes and icons that they view from these 'Realm'. Everything looks cold and fuzzy although they might get some emotions off personal or important datafiles, etc. :'''Banish''': this power works against Sprites but also a systems IC but against them the power only has a Duration of 5 (as the system can reload the IC program back onto the Host site). :'''Summon Sprite''': a Technomancer that takes the Summon Sprits Power can summon up these constructs (?) from the deep Matrix. They act in all ways as elementals and spirits. These Sprites work exactly like Summoned Elemental power except for their traits powers and abilities as listed below. Note that none of the Sprits have Agility score or Pace listed as movement is irrelevant in the Matrix as everything is moving at near light speed. :'''Teleport''': a base success allows you to bypass a Security Host to move into the next level or an adjacent Host area. A raise allows you to skip or bypass two tiers. TYPES OF SPRITES</br> [[File:SR.D5.Sprite.jpg | right]] '''Brute Sprites''' - these sprites are good at smashing other programs and Personas. They are the Technomancers combat specialist but not good at much else. :'''Attributes''': Smarts d4, Spirits d6, Strength d12, Vigor d10 :'''Parry''' 6, '''Toughness''' 11 (4) :'''Skills''': Brows d4, Hacking d8, Search d6, Sneak d4, Trickery d4 :'''Special Abilities and Programs''' :* '''Armor''': as Program, base rating AP 4 :* '''Hammer''': as Program, base damage Str+d6 and Penetrator AP 2. :* '''Immunity''': Takes only ½ damage from non-magical (Technomancer) attacks. :* '''Resilient''': the Brute Spirt can take one wound before being banished/destroyed. :* '''Sprite''': ignores 1 point of Wound penalties. '''Courier Sprite'''– these sprites are messengers and tracers. :'''Attributes''': Smarts d6, Spirits d6, Strength d8, Vigor d6 :'''Parry''' 6, '''Toughness''' 5 :'''Skills''': Brows d10, Hacking d8, Search d10, Sneak d8, Trickery d8 :'''Special Abilities and Programs''' :* '''Blast''': can send an electronic blast that deals 2d8 damage in an area (so the Node or System). :* '''Immunity''': Takes only ½ damage from non-magical (Technomancer and Sprit) attacks. :* '''Sprite''': ignores 1 point of Wound penalties. :* '''Sniffer''': as Program :* '''Tracer''': as Program '''Crack Sprite''' – these sprites are masters of finding programming flaws and exploiting them. :'''Attributes''': Smarts d8, Spirits d6, Strength d8, Vigor d6 :'''Parry''' 7, '''Toughness''' 5 :'''Skills''': Brows d6, Hacking d10, Search d6, Sneak d4, Trickery d4 "'''Special Abilities and Programs''' :* '''Confusion''': as Program :* '''Crack''': sends a bolt of electronic that can short out systems. Damage 3d8. :* '''Immunity''': Takes only ½ damage from non-magical (Technomancer and Sprit) attacks. :* '''Passkey''': as Program :* '''Sprite''': ignores 1 point of Wound penalties. '''Fault Sprite''' – these sprites are designed to inject errors codes into programs to cause them to crash :'''Attributes''': Smarts d6, Spirits d6, Strength d10, Vigor d8 :'''Parry''' 6, '''Toughness''' 6 :'''Skill'''s: Brows d8, Hacking d8, Search d8, Sneak d8, Trickery d8 :'''Special Abilities and Programs''' :* '''Corrupt''': as Program :* '''Data-Bomb''': as Program :* '''Immunity''': Takes only ½ damage from non-magical (Technomancer) attacks. :* '''Sprite''': ignores 1 point of Wound penalties. :* '''White Noise''': as Program. GREATER SPRITES</br> All Greater Sprites automatically gain Resilient (Brute Sprits gain Very Resilient). As with Technomancers and ‘Spells’ use the Hacking skill to cast. :'''BRUTE''': Increase Strength to d12+2 and Vigor to d12. Increase Toughness to 14 (4). Increase Hammer damage to Str+d8. Gain 10 Power Points and power: Protection. This spell is generally used on the Technomancer or his allies. :'''COURIER''': Increase Vigor to d8 and Toughness to a 6. Add Program Ghosting. Gain 10 Power Points and power: Speed. This spell is generally used on the Technomancer or allies to grant them the Quicken modifier. :'''CRACK''': Increase Vigor to a d8 and Toughness to a 6. Add Program Spoof. Gains 10 Power Points and power: Invisibility. This spell is often used on the Technomancer or allies. :'''FAULT''': Increase Strength to a d12 and Vigor to a d10. Increase Toughness to a 7. Add Program Erase. Gain 10 Power Points and power: Insubstantial. This spell is generally used on the Technomancer or allies. SUPERIOR SPRITES</br> All Superior Sprites automatically gain Very Resilient (Brute Sprites gain the Hardy racial ability) :'''BRUTE''': Increase Armor to +8 and toughness to 18 (8). Increase Hammer to Str+d12 and AP 4. Increase Power Points to 15 and add powers: Barrier and Fear. :'''COURIER''': Increase Blast to 2d10 damage with AP-2. Add Program Jammer. Increase Power Points to 15 and add powers: Mind Reading and Object Reading. :'''CRACK''': Increase Crack to 3d10 damage. Add Programs Data-Bomb and Glue. Increase Power Points to 15 and add powers: Illusion and Suggestion. :'''FAULT''': Increase Vigor to a d12 and Toughness to a10 (2). Add Programs Armor and Havoc. Increase Power Points to 15 and add powers: Puppet and Stunning. '''MENTOR SPRITES'''</br> As with other Arcane Backgrounds the Technomancer can gain a Mentor Sprit in this case that aids them only in the Matrix. This still requires the Mentor Spirit Edge. '''Anubis''': is thought to be one of the first A.I. created in a lab somewhere in Asia that escaped his creators and now resided in the Deep Matrix zones. Anubis embodies freedom and chaos. :'''Advantages''' (chose any two of the following): +2 to Stealth and/or Taunt and/or +2 to casting Invisibility and/or Havoc powers. :'''Disadvantages''': Impulsive (Major). '''The Enlightened Construct''': This machine spirits seeks to bring enlightenment and meaning to metahumanity through knowledge and understanding. It promotes equality in all things and people. It seeks to bring metahumanity to its next evolutionary step. :'''Advantages''' (chose any two of the following): +2 to Common Knowledge and/or Persuasion and/or +2 to Empathy and/or Mind Reading. :'''Disadvantages''': Code of Honor (Major) '''Ghost in the Machine''': the theoretical super intelligence of the Matrix and reflects the ideas of What is consciousness? Those that follow it are often deep thinkers and philosophers. :'''Advantages''' (chose any two of the following): +2 to Academic and/or Science and/or a +2 to casting Divination and/or Illusion powers. :'''Disadvantages''': Cautious (Minor) or Loyal (Minor) '''RESONANCE'''</br> When a Technomancer delves deep into the mysteries of the Matrix (sometimes called Deep Resonance or the Resonance) they gain new abilities to manipulate the Matrix in strange ways. :'''Ally Sprite''': You have conjured an ally sprite that is not have a duration but instead is there whenever you need it. This required a week long full concentration ritual on your part. The Sprite is a basic type you can summon and is a Wild Card (but not no benny of its own). For every 5 full raises you achieve your spirit grows in power. The first time it gain Greater Sprite abilities and the second time it gain Superior Sprite abilities. It will follow your instructions and is far more “sentient” that a normal spirit or element. It is not limited to a certain area around you and if it is banished or destroyed will reappear in 2d6 days. :'''Alter Signature''': This power can be used as a free action (automatically). The Technomancer can choose to alter her Matrix signature at will, disguising it so that it cannot be used to identify her, forging the signature of someone else or simply reducing the amount of time that it lasts. Whenever someone tries to read their signature minus the number of times the caster has taken any Initiation Edges (including the Alter Signature edge) from their Notice. This Resonance edge also grants the Technomancer as the Disguise power when attempting to appear like it belongs within the Host as an approved user. :'''Coding''': This Edge can be taken more than once. Each level adds +1 to next Hacking check when casting a Power (only). :'''Erase Image''': This Edge allows the Technomancer to erase any traces of his passing within a Host and also the Tracer Program. :'''Revive''': The Technomancer can maintain a power for up to one hour for no additional power point cost. The caster cannot use this ability again for 24 hours after the spell ends. :'''Threading''': This Edge can be taken more than once. Each level reduces the cost of casting a Power by 1 (minimum 1).
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