Wednesday, January 28, 2015

[SR5] Technomancer Rules Summary

Entries in curly braces {{{ }}} are house rules, typically because the existing rules are unclear.

  • TMs are constantly in AR mode
  • Dropping into VR mode puts them into a "trance"
    • This gives you +2 to all Matrix actions, but NOT Resonance actions
    • You can only be in hot-sim VR
  • Resonance
    • "attribute represents how connected you are to the Resonance"
    • Resonance max is Essence rounded down
    • Whenever Essence is lost, you lose an equal amount of Resonance rounded up
    • Hitting zero Resonance means you lose the Technomancer quality and all Resonance abilities
  • Resonance Signature
    • Whenever a Resonance ability is used, it leaves behiind a unique signature = user's Resonance rating
    • Lasts for 1 hour * rating
    • Resonance beings can detect a signature as long as they get 3 hits on a Matrix Perception test
      • If you've seen it before you recognize it (or do a Memory Test, GM discretion)
      • 5+ hits = "you get an impression of what kind of being or ability left it there"
    • Resonance beings have their own signatures "on themselves all the time" at the corresponding rating
    • Sprites and their actions leave signatures for their compiling TM
    • You can hide anyone's Resonance signature for 1 Combat Turn per hit on Erase Signature
  • Resonance Actions
    • Only usable in the Matrix but are not Matrix actions (no Overwatch score accrual)
    • You do not get bonus VR dice for Resonance actions
  • Living Persona
    • You cannot store data, you have to store it on a "nearby device" (typically a commlink)
    • Matrix Attributes:
      • Device Rating = Resonance
      • Attack = Charisma
      • Sleaze = Intuition
      • Data Processing = Logic
      • Firewall = Willpower
    • Matrix damage is counted as Stun damage
    • You cannot be a slave or a matser, or part of a PAN or WAN
    • May add Resonance to Addiction Tests for hot-sim
    • You get an additional +2 to Matrix Perception tests
    • Resonance abilities cannot be used through other devices like a commlink or a deck
    • Can reboot their living persona as Reboot Device, but it doesn't count as a Matrix Action
  • Threading
    • Uses the Resonance Action "Thread Complex Form"
    • Must also choose a Level for the effect (up to 3 x Resonance)
    • Affected by noise, different grid and public grid modifiers
    • Complex Forms only usable on spotted icons
      • Complex Forms that target Devices can also target Personas (p.252)
    • Sustaining a complex form gives you a -2 penalty on all actions per sustained form
    • Anything that may break your concentration requires a Resonance + Willpower (2) test
      • Cannot sustain forms when unconscious
    • Complex Forms always cause Fading
    • Fading = (Complex form Fade Value) or (DV 2), whichever is higher
      • Note that Complex Forms have specific fade values relative to the Level
    • Threading test net hits > Resonance rating, damage is Physical
    • Threading test net hits <= Resonance rating, damage is Stun
  • Killing Complex Forms
    • Used to kill another technomacner's form without their permission
    • Software + Resonance [Mental] vs. (complex form Level) + (threader Resonance)
    • Each net hit reduces hits from their threading test, 0 hits ends the complex form
    • Must resist Fading as if you threaded the targeted complex form
  • Learning Complex Forms (p.252)
    • Learn a complex by analyzing it with Software + Intuition [Mental]
      • (# of hits / 12) = days it takes to learn
    • Can know up to (Resonance * 2) complex forms
  • Complex Forms
    • Diffusion of (Matrix Attribute)
      • Target = Device|Persona
      • Duration = Sustained
      • Force value = Level + 1
      • Software + Resonance[Level] vs. Willpower + Data Firewall
      • Their attribute is reduced by net hits (cannot drop below 1)
      • {{{Threading another Diffusion for the same attribute replaces the old Diffusion (they do not stack)}}}
    • Puppeteer
      • Target = Device|Persona
      • Duration = immediate
      • Force value = Level + 4
      • Software + Resonance[Level] vs. Willpower + Firewall (1|2|3)
        • Free/Simple/Complex Action = 1/2/3 threshold
      • Success means the target does specified Matrix action as their next action
    • Resonance Veil
      • Target = Device|Persona
      • Duration = Sustained
      • Force value = Level - 1
      • Software + Resonance[Level] vs. Intuition + Data Processing
      • Target "believes something has happened in the Matrix"
      • If the target has reason to believe it's fake, they get Matrix Perception vs. (net hits)
  • Fading
    • Resisted by Resonance + Willpower
    • Damage is only healable naturally through rest
    • Caused by threading complex forms or sprite summoning
      • see "Threading" or "Sprites" for specific damage reules
  • Sprites
    • General
      • Device Rating and Resonance = Level
      • Matrix Atributes are based on level and type of sprite
      • If Sprite is physically tracked, it gives location of the owner (same for Convergence)
      • Matrix Condition = 8 + (Level / 2)
      • Sprites are personas, and cnanot be part of a PAN or WAN
      • Commanded using the "Command Sprite" Resonance Simple Action (see Command Sprite Resonance Action for more details)
      • Sprite-Technomancer Link (p.256)
        • Can communicate with your sprite through the Matrix (text, images, etc.)
        • Losing connection to the Matrix also loses connection to the sprites (but is restored when you're back online)
        • Registered sprites will wait for you to come back, but compiled sprites will vanish
    • Compiling a Sprite
      • May be compiled at a Level up to (2 * Resonance)
      • Every net hit on the Compile Sprite (Resonance) action is one task the sprite will do
      • Limit of one compiled sprite at a time
      • When compiled, Overwatch Score starts
      • Convergence makes the sprite vanish immediately
      • Owner is the TM who compiled it, and has their Resonance signature
    • Compiled Sprite Tasks
    • Task can be one of
      • single use of a sprite power
      • one Combat Turn worth of Matrix actions to the same job
      • participation in cybercombat until all enemy combatants have been defeated or you escape safely
      • (Sustaining a power counts as 1 task indefinitely unless you change it in some way)
  • Registering a Sprite
    • Registering requires (# of hours) = sprite Level
      • Sprite Overwatch Score does not increase due to time while it is being registered
      • Neither you nor the sprite can take other actions during this period
    • Registering + Resonance [Level] v. (Sprite Level * 2)
      • One net hit will result in successful registering
      • Each net hit will also add to that sprite's # of tasks
      • OS is erased immediately
    • Registered sprites do not count against your compiled sprite limit of one
    • You can register # of sprites <= Logic (this is from Errata)
    • Sprite will stay with you as long as it owes you at least one task
  • Registered Sprite Tasks
    • Special task list only for registered sprites:
      • Compiled Sprite Task
      • Aid Study
      • Assist Threading
      • Loaned Task
      • Remote Task
      • Re-register Sprite
      • Standby
      • Sustain Complex Form
  • Decompiling
    • You can dismiss your own sprites {{{for free}}, decompiling is used for other owners's sprites
    • Decompiling + Resonance [Social] vs. (sprite Level) + (compiler's Resonance only if sprite is registered)
      • Net hits reduce # of owed sprite tasks by 1
      • When the sprite reaches 0 tasks, it returns to the Resonance on its next action
  • Sprite powers
    • Using a sprite power is a Standard Resonance action
    • Camouflage
    • Cookie
    • Diagnostics
    • Electron Storm
    • Gremlins
    • Hash
    • Stability
    • Suppression
      • {{{The exact implementation of the rules for this are unclear. What lies below is my own interpretation.}}}
        • Sprite uses it to "stun" the next IC to be spawned for (Level / 2) turns. This takes up one power usage.
        • The IC will still spawn and be visible, it just can't (and no one can act against it)
    • Watermark
  • Fade damage when compiling/decompiling/registering
    • Fading = 2 * (opposed sprite net hits)
    • Sprite rating > Resonance, damage is Physical
    • Sprite rating <= Resonance, damage is Stun
  • Submersion
    • Strengthens the TM's connection with the Resonance
    • Measured in Grades, starting from Grade 1 (cannot exceed your Resonance attribute)
    • {{{Cost for submersion is 10 + (Grade * 3)}}}
      • The original text is 10 x (Grade + 3) but this is a mistake
    • If Resonance is ever lowered below Submersion, the Submersion grade goes down as well
    • Resonance can be increased up to 6 + Submersion grade (spending Karma as normal to do so)
    • Allows access to the Resonance Realms
    • Each submersion grade gives you a new echo power
    • Each Echo cannot be picked more than once unless otherwise stated
    • Echoes
      • Attack Upgrade: +1 Attack, max(2)
    • Data Processing Upgrade: +1 Data Processing, max(2)
      • Firewall Upgrade: +1 Firewall, max(2)
      • Mind over Machine: +1 Rating control rig, max(3)
      • NeuroFilter: +1 biofeedback resist, max(2)
        • Note that this does not protect against Fade damage.
      • Overclocking: +1d6 hot-sim VR
      • Resonance Link: Establishes a one-way empathic link with another TM.
      • Resonance [Program]: This echo lets you copy the effects of one common or hacking program (p. 245). Can be taken once per type of program
      • Sleaze Upgrade: +1 Sleaze, max(2)
  • Resonance Actions
    • Call/Dismiss Sprite (Simple)
    • Command Sprite (Simple)
      • Sprites are intelligent and will follow orders to the best of their ability.
      • If the command is complex or confusing, the sprite rolls a (Level * 2) test against a threshold set by the GM to see if it understands.
    • Compile Sprite (Complex)
    • Decompile Sprite (Complex)
    • Kill Complex Form Sprite (Complex)
    • Register Sprite (Complex)
    • Thread Complex Form (Complex)
  • Types of sprites (p. 259)
    • Courier
      • Cookie, Hash
    • Crack
      • Suppression
    • Data
      • Camouflage, Watermark
    • Fault
      • Electron Storm
    • Machine
      • Diagnostics, Gremlins, Stability

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