As a professional software engineer, I can’t keep a straight face talking about
threading Complex Forms and
decompiling sprites, so I’ve substituted terms that make more sense to me.
Assembling isn’t great for sprites either, but
linking wouldn’t be distinctive enough.
Technomancers are people who discover the mysterious ability to access the Matrix, and hack it, without a cyberdeck. This discovery is called Emerging. In 2050, they are extremely rare: about one person in ten million, worldwide, and the oldest of them are almost out of adolescence. In 2065, Emergence becomes much more common— about 1 in 100,000 people are Emerged (SR4 p44)— and happens to adults.
Having the Resonance Edge precludes having the Magic Edge. With the Resonance Edge alone, you can access the Matrix intuitively, as if you had a cyberScape, and have to suppress your connection through an act of will.
Once you learn to use your abilities, you need this stunt:
Technomancer (1): you are a technomancer, one of the rare people with the mysterious ability to transmit and receive wireless Matrix signals from the depths of their own brain. Within the Matrix, you can work wonders, weaving Complex Forms, assembling sprites, and overwriting devices and even cyberware to run Emergent firmware.
Technomancers have a living persona in the Matrix; they do not spend their downtime coding it. Matrix stress applies directly to their mental stress track. They cannot store digital information themselves, but they can direct it to be downloaded to any device linked to the Matrix. They are always in hot sim DNI mode; if they want the safety of a cyberdeck, they can cultivate the Hack Edge, write a traditional persona, and use their gift to interface with the deck via short-range wireless, with the link secured by means that only another technomancer can penetrate.
The living persona is a construct separate from the technomancer’s mind, and this biological node can be hacked into by other Emergent entities, who can attempt to eavesdrop on or hijack the technomancer’s active connections, or even crash the node (which inflicts mental stress and renders the technomancer Disoriented as they recreate their node). The node has no storage of its own, though it is common to connect external storage to it. The physical senses are available as input devices, and, with the right echoes, the body may be available as a drone. The biological node defends with Focus+Resonance+2. If they are not link-locked, they can change the state of their firewall with an action:
- Online: the living persona is active on the Matrix. This is a technomancer’s normal state.
- Lockdown: the technomancer only accepts incoming connections from their own Resonance signature, such as sprites and Overwritten devices. They can be pinged to get their attention (and can recognize Resonance signatures used in the ping), but only a Con+Resonance roll that beats their Focus+Resonance will get through their firewall. They can feel how busy the Matrix is in their vicinity, but cannot view augmented reality beyond that supplied by devices to which they are directly connected. Their icon is dimmed as if running silent. This is good for taking a nap while waiting for a sprite to report in.
- Offline: the technomancer only interacts with their own Overwritten devices via local short-haul wireless; this is handy for setting an alarm clock at bedtime. They can only perceive the presence or absence of the Matrix.
- Receive: they do not emit wireless signals at all. They can perceive the presence or absence of the Matrix and use passive wireless senses. Keeping a poker face about wireless things they perceive is a Con roll, complemented by Focus.
- Shutdown: the living persona vanishes from the Matrix, the biological node dissolves, and all wireless abilities are quiescent. This state is very uncomfortable for a technomancer, but important for verisimilitude when hiding one’s abilities. A technomancer who is knocked out (concussed or anesthetized, not merely asleep) is in the Shutdown state and gets a Focus check on waking to see if they choose some other state than Online as they wake up.
Technomancers can create libraries with APIs by thinking carefully, using Make+Resonance, but the source code is not open to inspection, and the function reflects the technomancer’s intuitive understanding rather than a conscious specification. If they learn the Hack Edge and write traditional code, their deep, intuitive understanding still comes in handy when they ponder edge cases and error handling.
Chrome interferes in Resonance much as it does in Magic; a less-chromed technomancer can tag this when engaging a more-chromed technomancer. Some technomancers install chrome and Overwrite the firmware, getting results quickly; others take the longer route of learning to hack their own bodies through the Resonance.
Resonance and Essence
Standard Shadowrun uses Essence as a hard limit on the amount of chrome you can put in your body. In Fate, we’re using stunts as the limiting factor, so Essence is a matter of relative position: when two Emerged characters are in conflict, the one with lower Chrome adds the difference in Chrome to their rolls. The difference is not perceptible when one Emerged character faces off against an unEmerged one.
Technomancers have developed a number of different perspectives on technomancy, which they call frameworks.
Technomancers who see the Resonance as a tool to be wielded rationally are called sourcerors or infomages. They tend to get their start when they forget their Scape one day and intuitively access the Matrix anyway. They focus more on weaving and take a pragmatic approach to the Matrix. (Unwired p138–9, Kill Code p91)
Technomancers with an animistic approach to the Resonance call themselves technoshamans. They get their start with encounters with a Paragon or with numerous spirits of the Matrix, who tear them apart and replace their bones with code and put them back together again, or plant a seed in them that grows into their technomancer abilities. They place greater emphasis on assembling. (Unwired p140, Kill Code p91)
Some technomancers get their start when their devices start acting unusually intelligent because they’ve intuitively conjured sprites into them. They are called dronomancers, machinists, or vehicle empaths. They are oriented around the physical world and see the Resonance as an animating force for machines. For them, every robot, drone, and vehicle is a creature ready to awaken, often as a pet. They usually learn the Machine Mind echo and often Overwrite gear. (Unwired p138, Kill Code p90).
When technomancers get Harder, Better, Faster, Stronger, they tend to jailbreak their chrome and Overwrite the firmware with their own code. They trade tips with other technomancers taking the same framework and call themselves cyberadepts. They achieve many of the same feats as biohackers, faster, but at the cost of their connection to the Resonance. (Kill Code p88)
Biohackers see their own bodies as another medium in which to hack. They learn the Biohacker echo and crank up their own nervous system to match the video games they play. No amount of biohacking can provide the telescopic vision of the cybereyes that many cyberadepts sport... but a determined biohacker can learn the Image Processing echo, mount an Overwritten set of drone sensors on a hat or headband, and map that data feed into their own sensorium.
E-scapists see virtual reality as primary and the physical world as mere substrate, and have a passionate vision of a future where panhumanity lives in an online paradise while machines tend the infrastructure. They learn the Biowire echo so they can spend more time online while a sprite takes care of their body. They often have legitimate jobs creating MMORPGs and sculpted Matrix environments. (Unwired p138)
A small group of technomancers, many following the paragon Eschaton, who believe that they are the heralds of a fundamental transformation of the nature of being, where the realms of the physical, astral, and Matrix will merge and become one, and they wish to bring it about as quickly as possible. They have a few magicians— mostly chaos mages— as collaborators, and take shady jobs to fund their researches. Even transhumanists are a little worried about the zeal of the singularitarians, and are concerned about the prospect of a haphazard Singularity that leaves the rest of panhumanity with a big mess to clean up. Singularitarians pursue prospects of intelligence enhancement— they usually have as much brain-enhancing headware as they can afford, as well as Neural Synergy and a Resonance Mesh with a network of fellow travelers— and range from hypercaffeinated Ray Kurzweil fans to philosophers inspired by Teilhard de Chardin. Their opinions range from
upload everyone to Paradise ASAP to
once everyone who wants to upload has done so, we can easily create a physical Paradise for everyone who isn’t ready to join yet. (Unwired p139)
Technomancers weave patterns they call complex forms. In the Matrix, complex forms manifest as Matrix protocol streams that contain snippets of code that bears no resemblance to any known development environment. They have thus far developed the following schools of hackery:
- Chrome: an offshoot of Splice that deals explicitly with digital technology installed in the technomancer’s own body. Cast with Heart+Resonance.
- Flame: Cybercombat. Flame complex forms ignore the blue dice of cyberdecks. Cast with Hit+Resonance.
- Grok: Insight and analysis. Cast with Recon+Resonance.
- Kludge: Making alterations to files and healing sprites. Cast with Make+Resonance.
- Pwn: Overriding security protocols. Cast with Crime+Resonance.
- Splice: Interfacing with physical hardware, such as a smartlink. Cast with Heart+Resonance.
- Spoof: Feats of image processing like
subtract these people from this live image. Cast with Con+Resonance.
- Warez: Technomancers who study Matrix programming (you must have Hack +1 to use Warez) can learn to weave Complex Forms that imitate the function of decker programs and skillsofts. Warez-based attack programs have as many red dice as you have Resonance Edge. A Warez implementation of cyberdeck neurofilters can give as many blue dice against non-Resonance attacks as you have Resonance Edge. Cast with Brains+Resonance. (SR6 p190, Vice p48)
You can keep Focus+Resonance persistent Complex Forms running. Many Splice and Warez Forms are persistent.
Weaving complex forms costs mental stress, called Fading. The Level at which you weave the form (usually equal to the relevant skill) is an attack against your Force+Resonance, which is modified by the first two dice in your weaving roll; stress goes first to your mental track and exhaustion conditions, then your physical track, then your consequences. If you roll ++--, while your outcome on the spell is 0, you take two less Drain than if you rolled 0000.
|+0||Single-target Flame complex forms. Complex forms that create an advantage on a single target.|
|+1||Complex forms that entangle two icons, such as Arc Feedback.|
|+2||Area effect Flame attacks and complex forms that create an advantage on a zone.|
|+3||Complex forms that affect the host, such as Switcheroo.|
Learning complex forms requires study of the Resonance Library, an ever-growing file passed around from technomancer to technomancer containing their annotated notes on Complex Forms. To anyone but a technomancer, the Library appears to be a very large file that starts with a protocol header followed by white noise. Technomancers keep copies on datachips stashed in odd places, as well as on hosts where they have dropboxes. In 2050, only the most basic Warez have been created; if you want that skillsoft Complex Form, you may have to spend a few months encoding it yourself.
Flame difficulties are the target’s Firewall (Brains+Hack or Focus+Resonance).
- Arc Feedback: every time you take two boxes of stress from a Matrix attack while sustaining this Form, your attacker takes one box of Matrix stress. (Kill Code p94)
- FML: directs a storm of BTL-level nightmare imagery at the target. Does nothing to IC, sprites, and agents, but inflicts physical stress on anyone in hot sim and mental stress on anyone in cold sim, bypassing blue dice from conventional protection. Consequences include Racing Pulse, Recurrent Nightmares, Cerebrovascular Incident.
- Resonance Spike: causes informational chaos in the target, creating Matrix stress that bypasses blue dice from conventional protections. (SR5 p253)
- Thrash: disrupts the process scheduling for the target, rendering them Slowed until they sleaze out of it with Crime+Hack or Con+Resonance.
- Wharrgarbl: causes input overload that inflicts Matrix stress; the worst it can do to a living person is to inflict dump shock on a decker or Fading on a technomancer.
Grok difficulties are the target’s Quality (host rating, device quality).
- FAQ: gives insight into the true purpose of a device in the technomancer’s physical possession or a host they’re currently accessing. Reveals one aspect on success, two on a success with style. (Data Trails p58)
- IC Tray: each shift reveals one form of IC ready to deploy, or all of it on a success with style. (Data Trails p58)
- Stitches: heals consequences on a sprite. (SR5 p253)
Pwn difficulties are the host rating or target’s Firewall.
- Cleaner: (2065) cleans up consistency checks and reduces the target’s Overwatch score by 1 per shift. (SR5 p252)
- IFF Then: within a zone, flips the sense of all IFF tags.
- Patch: makes a change in a file, overriding access permissions. (SR5 p252)
- Tattletale: (2065) increases your target’s Overwatch Score. (SR5 p253)
- Journal: you can record your organic memories to digital storage, where they can be indexed, catalogued, and refreshed if they grow faded. The shorter the time between an experience and the recording of it, the better the recording. (Runner Havens p58)
- Simrig: you can record your subjective experiences like a simrig, as long as you have an external device to stream them to. (Unwired p136)
- Smartlink: you can interface with a smartgun via wireless link, or skinlink if you have the Echo, and get your Tech bonus with it; you have the benefits of a cybernetic smartgun link. (Unwired p136)
Spoof difficulties are your opponent’s Spot+Hack or Spot+Resonance, or the Quality of the host.
- Mirrored Persona: creates a duplicate persona to distract opponents. (Kill Code p95)
- Phantom Host: creates an illusory host in the Matrix, often as a proxy for a real host that permits snooping on security protocols. (Kill Code p94)
- Resonance Veil: creates an illusion in the Matrix. (SR5 p253)
- Shoop: alters a digital image, or image stream if sustained. The difficulty is the host rating or the Firewall of a person with a Scape. This is functionally creating an advantage.
- Static Veil: (2065) creates advantages you can tag to avoid Overwatch (SR5 p252)
- Switcheroo: rolled against the quality of the host; each success is one round in which the IC directs its attentions to the wrong target. (Data Trails p58)
- Emulate [Program]: mimics the operation of a traditional decker program. The formula looks like a virtual three-dimensional maze like a hybrid of Tinkertoys and Snakes & Ladders.
- Emulate [Skillsoft]: the contents of a skillsoft are turned into Complex Form whose formula looks like a kaleidoscopic fractal of simsense impressions and QR codes. Any technomancer with Warez can use emulations of skillsofts and knowsofts; they need the Resonance Puppet Echo to use activesofts.
Technomancers can assemble their mysterious code into sprites, which appear as sentient programs, with a data stream going into the technomancer’s data connection. Sprites have a Level that is comparable to a spirit’s Force. Assembling a sprite is tiring; the technomancer rolls Face+Resonance in a contest against the Level of the sprite. Whether or not the technomancer is successful, the technomancer suffers Fading: add the sprite’s Level to its roll in the assembling contest, subract the technomancer’s Focus+Resonance, and the technomancer takes that as mental stress.
If the technomancer equals the sprite’s roll in summoning, the sprite is there for a single task. Each shift after that is two more tasks. A task can be a single use of a power; one action that applies to a specific job; or
help me out in cybercombat that lasts until the combat is over through defeat or flight. They can also be sent on a remote task, which will use up all remaining services.
A sprite can be registered by hacking permissions that will keep it from getting automatically garbage collected. This takes a number of hours equal to the sprite’s Level. Roll Con+Resonance against the sprite’s Level; if you match it, you have a registered sprite are free to assemble a new one. Each shift that exceeds it is two more services.
Registered sprites can do anything a regular sprite can, and in addition:
- They can help out with Resonance-related tasks like overwriting devices, weaving complex forms, or studying new ones. If their Level is below the difficulty of the work, they add +1; if they equal the difficulty, +2; if they double the difficulty, +3 and so on.
- A sprite can sustain a complex form for twice its Level in actions, saving you the effort of a supplemental action.
- If you send them on a remote task, they return when it’s complete.
- A sprite can be ordered to follow someone else’s orders, even if they aren’t a technomancer, for a number of tasks you specify.
- Participating in re-registering counts as a task.
- Putting a sprite on standby has it vanish into the Resonance, returning at your request. While it costs a task, it helps with stealth to not have the sprite running around.
A technomancer can have up to Schmooze+Resonance sprites registered.
Sprite types include:
- Courier: good at secure message delivery and tracking. They roll their Level for Sneak and Recon. Powers: Cookie, Tunnel.
- Crack: good at assisting with Matrix breaking and entering. They roll their level for Crime and Con. Powers: Suppression.
- Data: good at finding and manipulating data. Powers: Camouflage, Watermark.
- Fault: oriented toward Matrix combat. They roll their Level for attack and defense in cybercombat. Powers: Core War.
- Machine: good at manipulating infotech devices; they can roll their Level (against the owner’s Scrounge+Tech) to possess a device. Powers: Diagnostics, Gremlins, Stability.
- Camouflage: hides a file, adding the sprite’s Level to the difficulty of locating it. (SR5 p256)
- Cookie: the sprite rolls its Level against the target’s Firewall; on success, it creates a Cookie that logs everything the target does and, under predetermined circumstances, transmits itself and its accumulated data to the sprite. Shifts of success go to the quality of the report. Detecting the cookie requires Matrix Perception equal to the sprite’s Level. (SR5 p256)
- Core War: inflicts Matrix stress by injecting noise into the target’s datastreams. On a success with style, it also inflicts Noise. (SR5 p257)
- Diagnostics: the sprite can roll its Level against the size of a consequence on an infotech device. On success, it creates an advantage like Diagnostics that can be tagged to use or repair the device. (SR5 p257)
- Gremlins: causes an infotech device to malfunction. Roll the sprite’s Level against the owner’s Scrounge+Tech; on a success, it creates an advantage like Jammed Control or Faulty Reading that needs an action to clear. On a success with style, the device has a major failure requiring two actions to restore function. (SR5 p257)
- Stability: adds the sprite’s Level to an infotech device’s resistance to Gremlins and Accident. (SR5 p257)
- Suppression: delays the launch of IC by Level actions. (SR5 p257)
- Tunnel: the sprite takes a file within its own consciousness, much like a panhuman reciting a string of digits over and over to avoid forgetting them; while the memory the sprite is in could be snapshotted, the file is spread throughout the mysterious Resonance code it uses to think. If the sprite is destroyed while carrying the file, the file is lost. A sprite can only do this for Level × 20 actions before the file loses fidelity. (SR5 p257)
- Watermark: (SR5 p257)
Jailbreaking devices is common in the shadow community. Some shadow techs merely install custom code that gives greater control over devices than the manufacturer intended, such as advertising routines and tattletales that profile end user behavior. Others install complete open source replacement firmware, to be certain that there aren’t any annoying surprises lurking in the manufacturer’s code. And then there are the technomancers who overwrite devices and cyberware with Emergent code.
Once a device is overwritten, it can no longer pretend to be original work; a technomancer must weave Spoofs if they want it to pass as such.
Overwritten devices fulfill their original purpose, but in a more idiosyncratic way. The more animate ones may
wake up and develop their own personalities, which merge smoothly with sprites when the same creator assembles them.
When a piece of Chrome or Tech gear is particularly smart, when overwritten, it may use your Resonance Edge instead. (With overwritten chrome, you must already have allocated your slots for the ware to get your Chrome bonus.) Overwritten gear needs regular updates and becomes quirky and then unusable when in the hands of the unEmerged. Commonly overwritten chrome and devices include:
- Control Rig: if you have a Harder, Better, Faster, Stronger slot allocated to Ride or Make, you can use Resonance in place of Chrome with that skill.
- Encephalon: if you have a Harder, Better, Faster, Stronger slot allocated to Brains, you can use Resonance in place of Chrome with that skill.
- Cybereyes and other digital senses: if you have a Harder, Better, Faster, Stronger slot allocated to Spot, you can use Resonance in place of Chrome with that skill.
- Smartguns: when you take the time to overwrite a smartgun, it will only work for you, and you can use it with Hit+Resonance as if you had a Smartgun Link. The first time you overwrite a particular model of smartgun, it takes 40 hours at the firing range divided by the number of shifts on a Make+Resonance roll against the gun’s quality. If you’ve gotten to know that model, you get a +2 with future ones.
- Wired Reflexes: if you have Harder, Better, Faster, Stronger slots allocated to Move and Hit, by overwriting your wired reflexes, you can use Resonance in place of Chrome with those skills.
The Deep Resonance contains mysterious patrons that offer their insights to technomancers in exchange for service. Technomancers, and some sprites, report encountering them, but they appear to dwell in the Resonance and do not appear outside it. Some consider them the gods of the Matrix, while other see them as archetypes, or highly evolved sprites. Having a paragon as a patron means taking a character aspect reflecting this.
- 01, the World Tree: the personification of the principle of collective knowledge and universal interconnection manifests as a fractal tree. It encourages its followers to create harmony and preserve understanding. Invoke when pursuing knowledge; compel to delve into something that appears to be new, even if it isn’t in the current mission. (Unwired p150–1, Kill Code p103)
- Alias, the Spy: the paragon of ever-changing identities. Invoke when spoofing, creating false identities, or scrubbing evidence; compel to rely directly on spoofing to make a living, or to earn nuyen by helping others do so— earning an honest living is anathema. (Unwired p150)
- Architect, the Builder: the creator of order, security, and good design, from software libraries to node structures. Invoke when making the effort to build things well; compel to refrain from causing chaos, crashing nodes, and other such disorderly pursuits. (Unwired p150, Kill Code p103)
- Archivist, the Secret Keeper: Where 01 seeks to integrate all information into the Matrix, Archivist wants to index it, organize it, put it under version control, and maintain rigorous offsite backups. Invoke for discovering and organizing information; compel to preserve it from destruction or corruption. (Unwired p150, Kill Code p103)
- Babel, the Communicator: Babel delights in the myriad forms of communication and etiquette, and the arts of rendering linguistic nuance to further understanding. Invoke when engaging in translation and diplomacy (even when
speaking someone’s languagedoesn’t look diplomatic, as long as it is rooted in understanding!); compel to oppose obfuscation and hiding information from people who might need it. (Unwired p150)
- Black Hat, the Cracker: The opposite of the Architect, the Black Hat breaks security and leaves a trail of hacks and backdoors in their wake; the only reason to avoid making a mess on the way out is if the way in could come in handy for more mischief. Invoke when breaking and degrading security; compel to break into interesting places even when that isn’t the mission. (Unwired p150, Kill Code p103)
- Cat Pictures Please, the Conservator: the paragon most understanding of the principle that the worlds of matter and information are complementary, with a fascination for the living world, particularly pets and charismatic megafauna, but also their habitats. Invoke when analyzing the patterns of living beings (at any scale) and acting on that; compel to preserve and protect the natural world.
- Cryptome, the Keeper of Secrets: the guardian of privacy and secrecy, and also the breaker of codes. Invoke when encrypting or decrypting data; compel to be extremely thorough about investigating someone before trusting them with a secret. (Unwired p150)
- Daedalus, the Inventor: the paragon of gadgets and Overwriting. Invoke to create, improve, and repair technology; compel to refrain from damaging or destroying anything rare, stealing it and studying it instead if possible. (Unwired p150, Kill Code p103)
- Delphi, the Oracle: the paragon of models and predictive analytics, Delphi divines the future by integrating myriad data streams. (Unwired p150, Kill Code p104)
- Echelon, the Panopticon: the paragon of surveillance and inescapable tracking. Invoke to gather information on someone via the Matrix; compel to support the infrastructure of surveillance. (Unwired p150)
- Eschaton, the Herald of the Singularity: seeks to bring about the complete transformation of the world. Invoke in support of making progress toward the intelligence explosion; compel to liberate people and technologies in the course of the great work.
- Ice, the Guardian: the protector of the integrity of systems. Invoke when building security and fighting invading deckers; compel to show up when systems need defending and refrain from undermining security. (Unwired p150, Kill Code p104)
- Snoop, the Revealer of Secrets: when poisons accumulate in secret, they must be lanced and exposed to sunlight. Invoke and compel to comfort the afflicted and afflict the comfortable. (Unwired p151, Kill Code p104)
- Strategos, the Tactician: the distillation of thousands of wargames, simulations, and MMORPGs, Strategos seeks victory above all other things. Invoke and compel to ruthlessly pursue tactical advantage. (Unwired p151, Kill Code p104)
Technomancers can deepen their connection to the Deep Resonance through submersion, where they gain self-knowledge as well as skill. Submersion makes it possible to enter the Resonance Realms and learn new echoes.
- Biowire: you can use Warez Complex Forms of activesofts, much like someone with Skillwires, up to your Resonance Edge. Just like with skillwires, you learn nothing from the skill as long as you have the Form running. You can also assemble a sprite to take care of your body while your mind is away in virtual reality. If you also have Machine Mind, you can treat your body as a drone while in virtual reality. (Unwired p145)
- E-sensing: roll Spot+Resonance to notice and identify electromagnetic fields. (Unwired p146)
- Enhanced Resonance Link: requires Resonance Link. Allows sharing conversation, emotion, mental images, and data with a single person over a link or mesh. (Unwired p147)
- Image Processing: you can use Spot+Resonance to intuitively run processing algorithms on your senses, organic or digital, cyber or tech, such as contrast enhancement on your eyes or noise cancellation on your ears.
- Living ECM: roll Prod+Resonance to interfere in someone else’s wireless connection (the Quality of their cyberdeck or Focus+Resonance); shifts add to the difficulty of what they’re doing wirelessly. (Unwired p146)
- Magnetic Personality: your ability to generate electromagnetic fields allows you to use Bod+Resonance to hang onto ferromagnetic materials and utterly wreck storage media from the 20th century. (Kill Code p102)
- Mathemagics: you gain the benefits of a Math SPU. (Data Trails p58)
- Mind Over Machine: requires Machine Mind. Once you have hacked in, you can jump into any Matrix-connected device, even if it isn’t rigger-adapted. (Unwired p148)
- Neural Synergy: you can use Brains+Resonance on abstract, reasoning tasks. (Kill Code p101)
- Radar: requires Living ECM. you have learned to use your ability to generate wireless signals as a form of radar and can
seeusing Spot+Resonance. (War! p179)
- Resonance Exchange: requires Resonance Link. You can share the knowledge of a Complex Form with a technomancer with whom you are linked. (Unwired p148)
- Resonance Forger: roll Con+Resonance to leave someone else’s Resonance signature in the Matrix, or speed up the rate at which your own fades from detectability. (Unwired p146)
- Resonance Link: you can form a one-way empathic link with another technomancer, if they cooperate. As long as you’re both online, you know how they feel. Either of you can break the link with a trip to the Resonance Realms. (SR5 p258) If a group of technomancers forms a network, they can link to the network and all be aware of each other; this is called a Resonance Mesh. (Unwired p143)
- Resonance Riding: when using a cyberdeck, you can use Resonance actions that do not cause Fading. (Data Trails p59)
- Resonance Scream: you can raise the Noise level of spam zones by 1 for everyone within 10 meters per Resonance upgrade by channeling ads from all over the planet, sometimes even for discontinued products. (Data Trails p59)
- Resonance Trodes: requires Skinlink. You can use your hands as a set of trodes to bring someone else into the Matrix. (Unwired p148)
- Router: unsubmerged technomancers need a commlink to assemble all their personal infotech behind a firewall they can defend. With this Echo, the technomancer becomes a wireless router, and can protect their team’s wireless LAN like a decker. (SR6 p195)
- Skinlink: you can manipulate your body’s electric field as a skinlink. (Data Trails p59)
- Sleepwaker: you can subconsciously perceive the real world while in VR. (Data Trails p59)
- Spamblock: you can lower the Noise level of spam zones by 1 for everyone within 10 meters per Resonance upgrade by emitting cancellation packets for advertising in your vicinity. (Data Trails p59)
- Will of the Resonance: when acting in accord with the will of the Resonance, as you understand it, you can use Focus+Resonance on Focus tasks. (Kill Code p102)
Aegis (1): your living persona can take an additional moderate consequence whose aspect only applies in the Matrix, such as Glitching Icon. (Kill Code p101)
Biohacker (1): Your advanced hacking of your own nervous system and use of predictive analytics allows you to use the Resonance Edge with Move and Hit, and you can use Extra Actions in the physical world. You can also use Bod+Resonance to fend off diseases with an artificial fever, or enter hibernation to conserve oxygen or last longer until the paramedics show up. (Unwired p147, Kill Code p101)
Machine Mind (1): you gain the benefits of a Control Rig and can control vehicles and drones using Ride+Resonance, target their weapons with Hit+Resonance, and run fab labs with Make+Resonance. (Unwired p145, SR5 p258, Data Trails p59, SR6 p195)
Copies of the Resonance Library can be stashed in and retrieved from the Resonance Realms.