Technomancer Arrays:

Charisma: Attack Rating

Intelligence: Sleaze Rating

Willpower: Firewall Rating

Resonance: Data Processing/Device Rating


All Complex Forms are rolled with a Technomancer's Resonance X2 (=>5). A complex form's limit is mechanically the same as it's “force”, but it also acts as the limit for successes. Technomancers can choose to use complex forms at a lower level for less fading.


Complex Forms


Chain Letter

Limit: Intelligence

Target: Persona

Duration: Permanent


Opens a connection with the target which then begins attempting to open up connections with other networks and devices. Opposed by the target's Cybercombat + Firewall. Every net hit represents a combat turn in which any node can open a connection with the target with a Free Action.


Cleaner

Limit: Intelligence +1

Target: Self

Duration: Permanent


The technomancer can reduce up to successes * 2 trace from their Overwatch Trace.


Derezz

Limit: Intelligence + 2

Target: Enemy Persona

Duration: Immediate


By rolling against a persona's Cybercombat + Firewall, the technomancer deals (successes/2) * 25 IP damage to a persona, lowering their firewall by 1 in the process. The firewall lowering does not stack with itself.


Diffusion of [Matrix Attribute]

Limit: Intelligence +1

Target: Device

Duration: Sustained


The technomancer can reduce a device's specified Matrix Attribute by your net successes. The technomancer rolls vs a target device's Firewall.


Editor

Limit: Intelligence + 2

Target: File

Duration: Permanent


The technomancer can use a standard Resonance X 2 test as a substitute for a proper editing test. Unlike editing tests, the file does not get a protection roll.


FAQ

Limit: Intelligence

Target: Device

Duration: Permanent


When a technomancer has physical possession of, or exists within the same Host as a device, the technomancer can use this complex form to find out what use and information the device provides.


Filter

Limit: Intelligence + 2

Target: Self

Duration: Sustained


This complex form increases the d6 for Matrix actions that use the Willpower Attribute by the number of successes.


IC Tray

Limit: Intelligence

Target: Host

Duration: Immediate


By using this complex form vs the Host's Rating, the technomancer can obtain a list of IC types used by the Host.


Infusion of [Matrix Attribute]

Limit: Intelligence + 1

Target: Device

Duration: Twice the device rating in Matrix turns


Increase a single Matrix attribute of a device by the successes. A device cannot exceed double their device rating in any matrix attribute.


Misread Marks

Limit: Intelligence +2

Target: IC

Duration: Successes Matrix Turns


This complex form temporarily tricks a single IC into wrongly perceiving who is friend and who is foe. By obtaining successes over an IC's (device rating/2) (not rolled, just a threshold), a technomancer can shift an IC on to their side for successes turns.


Merge

Limit: Intelligence + 4

Target: Device

Duration: Permanent


This complex form replicates the function of an RCC, allowing the technomancer to jump into drones and vehicles. As with a rigging test, must succeed the successes rolled by the device's firewall.


Pulse Storm

Limit: Intelligence

Target: Enemy Persona

Duration: 1 Hour


Roll vs a persona's Intelligence + Decking to increase their noise rating by the net successes.


Puppeteer

Limit: Intelligence + 4

Target: Device

Duration: Immediate


Roll vs a device's firewall to force it to perform an action. The net successes determines the number of matrix turns that device will respond to your commands, and will act whenever it gets the chance.


Reality Filter

Limit: Intelligence - 2

Target: Host

Duration: Sustained


By succeeding on a roll opposed by the Host's rating, the technomancer can alter the graphics of a host to look the way they want it to. The technomancer cannot change the location of devices and files, only the way they appear visually appear. The complex form is sustained and takes 4 real world turns – the number of net successes. The artistry of the sculpting is effected by the number of successes.


Redundancy

Limit: Intelligence

Target: Device

Duration: Sustained


By sustaining this complex form, a Technomancer can make a device stronger. The device gains 25 max IP for every success, which disappear after the device is hit once.


Resonance Channel

Limit: Intelligence – 1

Target: Device

Duration: Sustained


Instead of operating through an existing Host, you can create your own resonance channel to sustain communication frequencies. For every success, reduce the noise due to distance by 1.


Resonance Spike

Limit: Intelligence - 1

Target: Device OR Persona

Duration: Immediate


Technomancers can substitute this action for the standard data spike. Unlike data spikes, Resonance Spikes do not interrupt the Host and cannot be resisted. They deal successes + Charisma Biofeedback damage.


Resonance Veil

Limit: Intelligence – 1

Target: Device OR Persona

Duration: Sustained


This complex form lets you create an illusion within the Matrix. ICs and Personas make a Matrix Perception check to attempt to identify the illusion as unreal. Unlike illusion magic, Resonance Veils can only be given one command and cannot communicate outside of this one command. The illusion lasts a number of Matrix turns equal to the limit.


Spam

Limit: Intelligence + 1

Target: Persona

Duration: Permanent


This complex form overloads a persona's visual feed with spam, stopping their spam filters. It is opposed by the target's Willpower + Firewall. The exact effects of the spam depend on the type of content being spammed, but in all cases, they receive a dicepool penalty to all actions equal to the net successes. This will continue until the effected persona reboots their spam filter.


Static Bomb

Limit: Intelligence + 2

Target: Device

Duration: Immediate


By rolling against the Data Processing of hostile ICs, you can use this complex form to trick ICs into forgetting you exist for a single turn. This has no effect during a full alarm state.


Static Veil

Limit: Intelligence – 2

Target: Self

Duration: Successes Matrix Turns


A technomancer can use this complex form to completely negate anything from increasing their Overwatch Trace score for a duration equal to the successes in Matrix turns.


Stiches

Limit: Intelligence -2

Target: Self, Persona or Sprite

Duration: Immediate


This complex form functions like a Heal Wound spell on a technomancer (including yourself) or a sprite. This can only heal biofeedback damage.


Transcendent Grid

Limit: Intelligence – 3

Target: Self

Duration: Immediate


By using this complex form, you can exist on all nodes inside a grid at once. Note that you can only act once per turn as usual, you do not get extra turns for each existent self you create. This also means that ICs on all nodes can target you. Lasts a number of matrix turns equal to successes.


Tattletale

Limit: Intelligence – 2

Target: Persona

Duration: Permanent


By using this complex form, you can increase a target persona's overwatch score by a number equal to your successes. Note that those with administrative powers do not have an overwatch score.


Echoes


Aegis: You passively have half your Resonance as signal defense.


Amplitude: +25 IP damage with the attack function.


Data Mask: Every time you roll Matrix Hide you count your Resonance twice as added d6.


Datamining: You glean information from the Deep Resonance. By sacrificing half of your Resonance bonus for your Matrix Search roll you can gain more encrypted and secret data, but delivered in a more cryptic form.


Digital Invoking: You can provide your sprites with certain powerful complex forms.


Fight or Flight: You ignore all wound penalties while in the Matrix. This allows you to fight in the Matrix until you are killed with biofeedback damage or knocked out with biostun damage.


Listening: You instinctively know the Noise and Background rating of the Matrix grids closest to where you are, and you can identify some devices without making a Matrix Perception check.


Loading Increase: +1 Reaction Class in the Matrix.


Man-Machine Resonance: When you jump into a drone or vehicle, all beneficial bonuses that are provided (vehicle limit +2, road penalties – 2, etc.) are increased by 1.


Mathemagics: You are, essentially, a super calculator. You gain double the dicepool (Intelligence + Knowledge (Mathmatics) and +2 successes to solving math problems.


Resonance Riding: You can use your resonance abilities even when using a persona while using VR with a cyberdeck or commlink. Note that you cannot thread or use sprites while using a persona.


Sleepwalker: You can walk and perceive some of the events happening around you in the real world while using VR. This functions as if you were using AR, with a -6d6 penalty to all physical actions.


Squatting: You can create Resonance Wells, which remove the limits from your complex forms.


Telecommuting: Normally a technomancer cannot follow a connection between servers in VR if the intervening territory includes an area which doesn't get signal. A technomancer with telecommuting can do so by instantaneously existing on both sides of the connection and thus never get cut off.


Sprites


Courier Sprite

Attack

Sleaze

Data Processing

Firewall

Response

Decking Skill

Cybercombat Skill

Programs Skill

Rigging Skill

Level

Level+3

Level+1

Level+2

Level-2

-

Level+2

-

-


Powers:


Cookie: A sprite uses its cookie power to “tag” a target persona with a cookie file that can be used to track the icon’s Matrix activities. The sprite must successfully beat the target in a Decking + Level (limited by Sleaze) vs Cybercombat + Defense test. If the sprite succeeds, the persona starts carrying the cookie file, none the wiser. The cookie file runs silent and is protected with a rating equal to the sprite’s Level. The file will log every everything the icon does, for example each host the persona enters, the details of any communications the persona engages in (with whom and when, but not the actual contents), any programs the icon uses, etc. Use the net hits to benchmark the depth of the data the cookie accumulates (1 hit providing a bare outline, 4 or more a detailed report). At the end of a time determined by the sprite (or its owner) when placed, the cookie file transfers itself and its accumulated data to the sprite. Once the sprite has it, it may turn it over to the technomancer. If the sprite isn’t in the Matrix when the file transfers itself, the file is deleted. Cookie files may be detected with a successful Matrix Perception Test performed on the carrying persona. Once identified, it may be removed by removing the file’s protection and then deleting it.


Hash: The Hash power allows the sprite to temporarily protect a file with a unique Resonance algorithm in such a way that only the sprite can unprotect it. If the sprite stops carrying the hashed file it reverts to normal. If the sprite is destroyed while carrying the file, the hashed file is permanently corrupted and becomes worthless. The maximum time the sprite can use this power is Level x 10 Matrix Turns.


Crack Sprite

Attack

Sleaze

Data Processing

Firewall

Response

Decking Skill

Cybercombat Skill

Programs Skill

Rigging Skill

Level

Level+3

Level+2

Level+1

Level-1

Level

Level

Level

-


Suppression - If a sprite is in a host and using this power when the host launches IC, that IC is delayed from launching by (Level / 2) Combat Turns. Delayed IC can’t act or be targeted.


Data Sprite:

Attack

Sleaze

Data Processing

Firewall

Response

Decking Skill

Cybercombat Skill

Programs Skill

Rigging Skill

Level-1

Level

Level+4

Level+1

Level+1

-

Level

Level

-


Camouflage – Rolling it's level X2, a sprite can conceal a file within another file in such a way as to make it invisible to Matrix searches. Concealed files can only be found with a Matrix Perception Test that is specifically looking for the hidden file; even the sprite must make this test in order to find and extract the file.


Watermark - The sprite can tag an icon with an invisible marking that only Resonance-driven entities can see, kind of like a Matrix signature. This allows the sprite to secretly leave messages on Matrix objects. A sprite can overwrite an existing watermark with a new one. A watermark can be erased with the Edit File Matrix action, otherwise it lasts as long as the icon does.


Fault Sprite:

Attack

Sleaze

Data Processing

Firewall

Response

Decking Skill

Cybercombat Skill

Programs Skill

Rigging Skill

Level+3

Level

Level+1

Level+2

Level-2

Level

Level

Level

-


Electron Storm - This attack allows the sprite to engulf a target persona in a sustained barrage of corrupting datastreams. If the sprite beats the target in a Cybercombat + Level (limited by Attack) v. Cybercombat + Firewall test, the target is swallowed in a hail of digital pulses. With the first successful attack and on each subsequent action the sprite performs while sustaining this power, it inflicts (Level*25) IP damage, resisted as normal. The engulfing storm also causes 2 points of noise to the target. If the sprite takes any Matrix damage, all of its electron storms end immediately.


Machine Sprite:

Attack

Sleaze

Data Processing

Firewall

Response

Decking Skill

Cybercombat Skill

Programs Skill

Rigging Skill

Level+1

Level

Level+3

Level+2

Level

-

Level

Level

Level


Diagnostics - The Diagnostics power allows the sprite to evaluate the inner workings of an electronic device. The sprite can assist someone using or repairing the device with a Teamwork Test. The sprite makes a Simple Rigging + Level (capped by Data Processing) test; if any successes are rolled, the character gets a +1 accuracy or limit bonus, and each hit adds 1 die to the character’s dice pool to use or repair the item. This power takes the sprite’s entire attention; the bonus lasts until the sprite drops it or does something else.


Gremlins - This power causes a device to mysteriously malfunction or operate in some (usually detrimental) manner. The sprite targets a device, making a Rigging + Level (capped by Data Processing) v. Device Rating + Firewall test. If the sprite succeeds, the device suffers the effects of a critical fail. The gamemaster chooses a malfunction appropriate to the device and situation, like a jammed control, a looped signal, or a faulty reading. If the sprite scores 4 or more net hits, treat it as an extreme failure— the device crashes, burns out, jolts its user with an electrical shock, or some other effect picked by the gamemaster.


Stability - A sprite can use this power on any persona or device for which it has admin powers. Stability prevents normal malfunctions or accidents from afflicting the target (including both critical failures and those induced by the Gremlins or Accident powers). Rolls of 0 successes with this device are increased to 1 success, and powers which induce bad luck with that device instead just cause the device to not work for a single turn.