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Shadowrun6e MatrixCheatSheet

The document provides a summary of the 6e Matrix rules for Shadowrun, including: 1) Details on devices like commlinks, cyberdecks, and cyberjacks, including their attributes and availability. 2) Explanations of bricked devices, repairing matrix damage, and dumpshock. 3) Descriptions of matrix modes, access levels, overwatch scores, and how noise affects the matrix. 4) Lists of matrix attributes and actions categorized by type (minor and major).

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Sam Dixon
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50% found this document useful (2 votes)
930 views22 pages

Shadowrun6e MatrixCheatSheet

The document provides a summary of the 6e Matrix rules for Shadowrun, including: 1) Details on devices like commlinks, cyberdecks, and cyberjacks, including their attributes and availability. 2) Explanations of bricked devices, repairing matrix damage, and dumpshock. 3) Descriptions of matrix modes, access levels, overwatch scores, and how noise affects the matrix. 4) Lists of matrix attributes and actions categorized by type (minor and major).

Uploaded by

Sam Dixon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Shadowrun 6e Matrix Cheat Sheet

​About 6e Core Rules vs 5e Adapted rules:


​ ules marked with these are for players who want to bring 6e Matrix rules into the 5e system.
R
This is mostly to adapt rules affected by 6e’s Edge System into flat dice pool modifiers.
​Devices
​ atrix Condition Monitor Calculation = (Device Rating / 2) + 8
M
​Damaged devices take -1 penalty per 3 boxes of matrix damage (See Bricked Devices and
Repairing Matrix Damage)
​Commlinks
Item Device Rating Attributes (D/F) Active Program Avail Cost
Slots
Meta Link 1 1/0 0 2 100¥
Sony Emperor 2 1/1 1 2 700¥
Renraku Sensei 3 2/0 1 2 1,000¥
Erika Elite 4 2/1 2 2 2,500¥
Hermes Ikon 5 3/0 2 3 5,000¥
Transys Avalon 6 3/1 3 3 8,000¥

​Cyberjacks
CyberJack MPI Attributes (D/F) Matrix Init Bonus Avail Essence Cost
Rating 1 4/3 +1 3 (L) 1 45,000¥
Rating 2 5/4 +1 3 (L) 1.5 65,000¥
Rating 3 6/5 +1 3 (L) 2 80,000¥
Rating 4 7/6 +2 4 (L) 2.3 95,000¥
Rating 5 8/7 +2 5 (L) 2.6 140,000¥
Rating 6 9/8 +2 6 (L) 3 210,000¥
(L) – Requires a License

​Cyberdecks
Item Device Rating Attributes (A/S) Active Program Avail Cost
Slots
Erika MCD-6 1 4/3 2 3 (I) 24,750¥
Spinrad Falcon 2 5/4 4 3 (I) 61,500¥
MCT 360 3 6/5 6 3 (I) 95,000¥
Renraku Kitsune 4 7/6 8 4 (I) 107,000¥
Shiawase Cyber-6 5 8/7 10 5 (I) 172,500¥
Fairlight Excalibur 6 9/8 21 6 (I) 410,600¥
(I) – Illegal
​Bricked Devices
Bricked Devices are not usable. If a runner is in VR while their device is bricked, they suffer
dumpshock.
​Repairing Matrix Damage
​ ake an Engineering + Logic (Damaged Boxes, 1 hour) Extended test.
M
​Devices cannot be used while being repaired.
​Devices cannot be repaired without a toolkit

If the repair test is a Critical Glitch, the device fails completely and is not salvageable.
​Dumpshock
6e Core Rules
Dumpshock is resisted with Willpower
● Cold-Sim DV: 3S
● Hot-Sim DV: 3P
Dumpshocked runners cannot gain edge for (10 - Willpower) minutes, regardless of whether
or not they soaked all of the biofeedback damage.

Runners who fall unconscious in VR will automatically be set to AR, unless their persona is
link-locked in the Matrix. Then they remain in VR, and are susceptible to more Matrix
Damage.

5e Adapted Rules
Dumpshock is resisted with Willpower + Firewall (Just Willpower if the cyberdeck was bricked)
● Cold-Sim DV: 6S
● Hot-Sim DV: 6P
Dumpshocked runners suffer a -2 dice penalty on matrix actions for (10 - Willpower) minutes,
regardless of whether or not they soaked all of the biofeedback damage.

Runners who fall unconscious in VR will automatically be set to AR, unless their persona is
link-locked in the Matrix. Then they remain in VR, and are susceptible to more Matrix
Damage.
​Matrix Mode Initiatives
Augmented Reality (AR): Reaction + Intuition
Cold-Sim VR: Intuition + Data Processing + 1d6 initiative die
Hot-Sim VR: Intuition + Data Processing + 2d6 initiative die
​Matrix Access
● Outsider: Lowest permission level. All devices start at this access when they login.
● User: Allows for the use of basic functions such as reading files.
● Admin: Highest permission level. Provides almost complete control over devices
connected to a host.
​Overwatch Score and Convergence
Convergence Occurs at 40.
How OS increases:
● Performing Illegal Actions (Cracking): +1 per hit on the opposing roll (from the Decker’s
perspective)
● Maintaining Illegal Access (Per Host):
○ Illegal User Access: +1 OS/round
○ Illegal Admin Access: +3 OS/round
● Using Hacking Programs: +1 for each use of a Hacking program. Having programs
loaded does not increase OS on their own.

Noise
Physical Distance to Target Noise Level
Direct Connection (Any Distance) 0
<100 meters 0
100-1,000 meters 1
1,001 - 10,000 meters (10 km) 3
10,001 - 100,000 meters (100 km) 5
>100 km 8

Obstacles Noise Level


Dense Foliage 1 per 5 meters
Faraday Cage no signal, actions blocked
Fresh Water 1 per 10 cm
Jamming 1 per hit on Jam Signals action
Metal-laced Earth or Wall 1 per 5 meters
Salt Water 1 per cm
Spam Zone or Static Zone Rating
Wireless negation (ex. wallpaper or paint) Rating
Matrix Attributes
● Attack
● Sleaze
● Data Processing
● Firewall

Attack Rating: Attack + Sleaze


Defense Rating: Data Processing + Firewall

6e Core Rules
Bonus edge is gained for the side with a rating 4 or higher than their opponent. Limit 2 edge
per round.
Bonus edge is lost when:
● The runner leaves a host
● The runner reboots their device
● The runner jacks out of the Matrix
● The runners OS triggers Convergence

5e Adapted Rules (Homebrew rules, not tested)


+1 dice pool bonus is given to the side with a rating 4 or higher than their opponent for that
roll.
Matrix Actions

Actions By Type
Minor Major
(L) Change Icon (I) Brute Force
(L) Enter/Exit Host (I) Check Overwatch Score
(L) *Matrix Perception (I) Control Device
(L) Reconfigure Matrix Attribute (I) Crack File
(L) Send Message (I) Crash Program
(L) Switch Interface Mode (I) Data Spike
(I) Disarm Data Bomb
(L) Edit File
(L) Encrypt File
(I) **Erase Matrix Signature
(L) Format Device
(L) Full Matrix Defense
(I) Hide
(L) Jack Out
(I) Jam Signals
(L) Jump into Rigged Device
(L) Matrix Perception
(L) Matrix Search
(I) Probe
(L) Reboot Device
(I) Set Data Bomb
(I) Snoop
(I) Spoof Command
(I) Tarpit
(I) Trace Icon
* Requires Cyberdeck or Resonance Rating
** Requires Resonance Rating
(L) Legal
(I) Illegal Action

5e Adapted Rules
● Minor actions are Simple Actions.
● Major actions are Complex Actions.

Legal Actions
Action Test Access Description
Level(s)
Change Icon No Test User/ Change the target icon to one of the
(Minor) Admin actor’s choosing. Can target self. Does
not affect Matrix Perception, but can
hide intention of the device.
Edit File (Major) Electronics + User/ Edit or copy the contents of a file.
Logic Admin Editing feeds require constant editing.
vs Copying fails if the file is protected.
Firewall + Intuition Editing Files detonates any Data Bomb
or Firewall + is one is set.
Sleaze
Encrypt File (Major) Electronics + User/ Hits set the Encryption rating for target
Logic Admin file.
Enter/Exit Host No Test Depends on Enter or exit a host. Some hosts require
(Minor) Host higher access levels to enter.
Format Device Electronics + Admin On Success: The next time target
Logic device boots, it shuts down permanently
vs (or until its software is replaced)
Willpower +
Firewall or
Firewall x 2
Full Matrix Defense (See Desc) Outsider/ The next time the actor is the target of
(Major) User/ an attack in the Matrix, they add their
Admin Firewall Rating to the dice roll.
Jack Out (Major) Electronics + Outsider/ Actor Jacks out of the Matrix. Suffers
Willpower User/ dumpshock if in VR.
vs Admin Only opposed if the actor is link-locked
Data Processing + with another.
Charisma or Actor must successfully oppose all
Attack + Data link-locked targets to jack out.
Processing Can’t be used on targets, only self.
(See Desc)
Jump into Rigged Electronics + User/ Actor jumps into rigger adapted device.
Device (Major) Logic Admin Actor must be in VR.
vs Only opposed if the actor is not the
Willpower + device owner or does not have
Firewall or permission from the owner.
Firewall x 2
Matrix Perception Electronics + Outsider/ Actor looks for icons on the Matrix. Ties
(Minor / Major if Intuition User/ reveal the icon to the actor. Net hits
Commlink only) vs Admin reveal additional information about the
Willpower + icon.
Sleaze Can be used as an extended test to find
all publicly available information with an
unopposed test.
Matrix Search Electronics + Outsider/ Search publicly accessible grid for info.
(Extended, 10 min) Intuition User/
Admin
Reboot Device Electronics + Admin Reboots target device. Turns on at the
(Major) Logic end of the next combat round.
vs
Willpower +
Firewall or
Firewall x 2
Reconfigure Matrix No Test Admin Swap two base attribute ratings of your
Attribute (Minor) Matrix persona.
Send Message No Test Outsider/ Send text, audio, an image, or a file to a
(Minor) User/ commlink.
Admin
Switch Interface No Test Admin Switches interface between AR and VR
Mode (Minor)

Illegal Actions
Action Test Access Description
Level(s)
Backdoor Entry Cracking + Logic Outsider Attempt to gain Backdoor access to a
(Major) vs host. This can only be used on hosts
*(Linked with Willpower + that have been successfully Probed.
Sleaze) Firewall On Success: Actor gains Admin access
On Failure: Backdoor is blocked. Actor
must probe for a new backdoor. The
host is not made aware of actor.
Brute Force (Major) Cracking + Logic Outsider/ Actor attempts to gain higher permission
*(Linked with vs User/ levels. Always alerts the device.
Attack) (See desc) Admin Access User as Outsider or Admin as
User: Willpower + Firewall
Access Admin from Outsider:
Willpower + Firewall + 2. Defense Rating
+4
Check OS (Major) Cracking + Logic Admin On success: Runner is informed of
(4) current OS
Control Device Electronics + User/ The Actor uses the device as if it were
(Major) Logic Admin their own. Attempting to control a Rigged
vs (varies) device automatically fails.
Willpower + User actions require minimum of User
Firewall access. Admin actions require minimum
of Admin access.
Crack File (Major) Cracking + Logic User/ Remove encryption from a file
vs Admin
Encryption Rating
x2
Crash Program Cracking + Logic Admin Actor crashes a program on target
(Major) vs device. Use Matrix Perception or
Data Processing + observe based on the devices actions to
Device Rating identify programs.
On Success: The program is scrambled
and requires a system reboot
Data Spike (Major) Cracking + Logic Outsider/ Matrix Attack.
*(Linked with vs User/ Has a base DV of (Attack Rating / 2,
Attack) Data Processing + Admin rounded up).
Firewall Net hits = +1 Matrix Damage
Disarm Data Bomb Cracking + Logic User/ Disarm detected Data Bomb
(Major) vs Admin On Success: The data bomb is
Data Bomb Rating disarmed
x2 On Failure: Bomb detonates, dealing
(Rating x 4) damage to the actor,
resisted by Willpower. Destroys file if it
was set to.
Erase Matrix Electronics + User/ Actor must have a Resonance Rating
Signature (Major) Logic Admin On Success: Erase a matrix signature
vs left by a resonance being.
Willpower +
Firewall or
Firewall x 2
Hash Check Electronics + N/A Actor searches for information affected
(Major) Logic (GM defined by Encryption.
Threshold) Matching the threshold narrows search
down to 32 files. Each net hit reduces
the files found in half (32 -> 16 -> 8, etc).
Can be repeated with a -2 to dice pool.
Hide (Major) Cracking + Outsider/ On Success: Any targets tracking you
Intuition User/ lose their track.
vs Admin Actors can’t hide from targets with User
Data Processing + or Admin access to their network.
Intuition or Data
Processing +
Sleaze
Jam Signals Cracking + Logic Admin Turns a wireless device into a local
(Major) jammer. Jam rating is equal to net hits
and radiates out 100 meters.
Probe (Extended, 1 Cracking + Logic Outsider/ Actor looks for backdoors in a host.
min) vs User/ Net hits grant the actor additional dice
*(Linked with Willpower + Admin pool for use on Backdoor Entry per hit.
Sleaze) Firewall or Backdoors last for (10 - host/device
Firewall x 2 rating) hours.
Set Data Bomb Electronics + Admin Actor sets a data bomb with their chosen
(Major) Logic rating on a file up to the total net hits.
vs Actor also determines if bomb will delete
Device Rating x 2 said file.
Snoop (Major) Cracking + Logic Admin Actor intercepts Matrix traffic sent to and
vs from the target.
Data Processing +
Firewall
Spoof Command Cracking + Logic Outsider/ Actor sends a command to a device as
(Major) vs User/ though it came from the owner.
Data Processing Admin On Success: Device carries out action
or Piloting + as its next Major Action
Firewall
Tarpit (Major) Cracking + Logic Outsider/ Deals (1 + net hits) matrix damage to
*(Linked with vs Data User/ target and reduces target’s data
Attack) Processing + Admin processing by the same amount.
Firewall Devices can’t act if their Data
Processing is 0.
Devices regain 1 point of DP per combat
round.
Trace Icon (Major) Electronics + Admin Actor learns the location of an icon on
Intuition the matrix.
vs Does not work on IC or Hosts with no
Sleaze + physical locations.
Willpower or
Sleaze + Firewall
*Linked Actions come into play when fighting IC (see IC rules)

Matrix Edge Actions (6e core only)


Emergency Boost (1 Edge)
● Temporarily increase a Matrix action by 1 for one test
Hog (2 Edge)
● Lower Target’s Data Processing by 2 and Active Program slots by 1
Signal Scream (2 Edge)
● The next action ignores noise penalties
Technobabble (2 Edge)
● Technomancers only
● Use Charisma instead of Logic on your next matrix action
Under the Radar (3 Edge)
● Your next illegal action does not increase OS.
Programs
Runners can store up to the listed program slot value per device. Devices as many programs
equal to their current Data Processing rating.

6e Core Rules
Basic (80¥ each)
● Baby Monitor: Tells the runner their current OS without needing an action
● Browse: Gain 1 Edge when performing Matrix Searches. Must be used for the action or
it is lost.
● Configurator: Stores an alternative deck configuration. Swap to it instead of changing
two attributes.
● Edit: Gain 1 Edge during Edit File actions. Must be used for the action or it is lost.
● Encryption: +2 dice during Encrypt File actions
● Signal Scrubber: Reduces noise level by 2
● Toolbox: +1 to Data Processing
● Virtual Machine: 2 extra program slots. Take 1 extra box of unresisted Matrix Damage
when attacked
Hacking (250¥ each)
● Armor: +2 to Defense Rating
● Biofeedback: Causes Stun (cold-sim) or Physical (hot-sim) damage on Matrix attacks
to the target if they are running in VR. Linked with attack attribute.
● Biofeedback Filter: Allow Device Rating or Body roll to soak Matrix damage.
● Blackout: Like biofeedback, but stun damage only. Linked with attack attribute.
● Decryption: +2 dice on Crack File actions
● Defuse: Allow Device Rating or Body to soak damage from Data Bombs.
● Exploit: Reduce Defense Rating of hacking target by 2
● Fork: Hit two targets with a single Matrix Action without splitting dice pools.
● Lockdown: Cause link-lock when you do Matrix damage.
● Overclock: Add two dice to a Matrix Action. One of them must be a wild die*.
● Stealth: Gain 1 Edge during Hide actions. Must be spent on that action or be lost.
Linked to Sleaze.
● Trace: Gain 1 Edge during Trace Icon actions. Must be spent on that action or be lost.
Linked to Sleaze

*Wild Die
● A die rolled separately from the rest of the dice pool.
● If the Wild Die is a 5 or 6, it counts for 3 hits.
● If the Wild Die is a 1, it cancels out all 5s from the rest of the roll. They do not count as
hits.

5e Adapted Rules
Basic (80¥ each)
● Baby Monitor: Tells the runner their current OS without needing an action
● Browse: Cuts the time to use a Matrix Search action in half.
● Configurator: Stores an alternative deck configuration. Activate to swap to it’s
configuration with the Reconfigure Matrix Attribute action.
● Edit: +2 dice during Edit File actions
● Encryption: +2 dice during Encrypt File actions
● Signal Scrubber: Reduces noise level by 2
● Toolbox: +1 to Data Processing
● Virtual Machine: 2 extra program slots. Take 1 extra box of unresisted Matrix Damage
when attacked
Hacking (250¥ each)
● Armor: +2 dice pool to resist Matrix Damage
● Biofeedback: Causes Stun (cold-sim) or Physical (hot-sim) damage on Matrix attacks
to the target if they are running in VR resisted with Willpower + Firewall.
● Biofeedback Filter: +2 dice poll to resist Matrix Damage
● Blackout: Like biofeedback, but stun damage only.
● Decryption: +2 dice on Crack File actions
● Defuse: Allow Device Rating or Body to soak damage from Data Bombs.
● Exploit: +2 dice pool on Probe actions
● Fork: Hit two targets with a single Matrix Action without splitting dice pools.
● Lockdown: Cause link-lock when you do Matrix damage.
● Overclock: Add two dice to a Matrix Action. One of them must be a wild die*.
● Stealth: +2 dice pool during Hide actions
● Trace: +2 dice pool during Trace Icon actions

*Wild Die
● A die rolled separately from the rest of the dice pool.
● If the Wild Die is a 5 or 6, it counts for 3 hits.
● If the Wild Die is a 1, it cancels out all 5s from the rest of the roll. They do not count as
hits.
Hosts
Hosts are separate virtual spaces in the Matrix.
● Hosts have a general rating between 1 to 12.
● Host Attributes are determined by their rating with the following values:
○ Rating
○ Rating + 1
○ Rating + 2
○ Rating + 3
● Host Attributes are shared with its IC programs
● Hosts can activate 1 IC program per combat round. Up to 1 copy of each installed.

Hosts can be nested inside other hosts, each with their own attributes and security.

Example 1

Example 2
Intrusion Countermeasures (IC)
Attack Rating, Condition Monitor, most other rolls = Host Rating x 2
Initiative = (Data Processing x 2) + 3D6

Acid:
● Defense: Willpower + Firewall
● If Acid hits in cybercombat, the target’s Firewall is reduced by 1 per net hit. Points are
restored after leaving the host at the rate of 1 point per minute.
Binder:
● Defense: Willpower + Data Processing
● If Binder hits in cybercombat, the target’s Data Processing is reduced by 1 per net hit.
Matrix Actions cannot be performed if Data Processing is 0. Points are restored after
leaving the host at the rate of 1 point per minute.
Black IC:
● Defense: Intuition + Firewall
● Deals (host rating + net hits) matrix and biofeedback damage on hit.
Blaster:
● Defense: Logic + Firewall
● Deals (Rating) Matrix Damage and link-locks the target on hit.
Crash:
● Defense: Intuition + Firewall
● Deals no Matrix Damage. Crashes 1 random program on the target on hit.
Jammer:
● Defense: Willpower + Attack
● If Jammer hits in cybercombat, the target’s Attack is reduced by 1 per net hit. Matrix
Actions linked to Attack cannot be performed if Attack is 0. Points are restored after
leaving the host at the rate of 1 point per minute.
Killer:
● Defense: Intuition + Firewall
● Deals (Host Rating + Net Hits) Matrix Damage to the target.
Marker:
● Defense: Willpower + Sleaze
● If Marker hits in cybercombat, the target’s Sleaze is reduced by 1 per net hit. Matrix
Actions linked to Sleaze cannot be performed if Attack is 0. Points are restored after
leaving the host at the rate of 1 point per minute.
Patrol
● When activated, Patrol rolls a Matrix Perception every minute it is active on a host.
Scramble:
● Defense: Willpower + Firewall
● If Markerhits in cybercombat, the target is forced to reboot on the target’s next turn,
unless the target is link-locked.
Sparky:
● Defense: Intuition + Firewall
● Deals (Host Rating + Net Hits) Biofeedback Damage to the target.
Tar Baby:
● Defense: Logic + Firewall
● Forces link-lock on hit
Track
● Defense: Willpower + Sleaze
● If Track hits in Cybercombat, Track discovers the target’s phsycial location.
Technomancers
Living Persona
A Technomancer’s Living Persona is outlined on the table below. They also add bonus points
equal to their Resonance value. An attribute cannot be raised higher than 50% of its base
(rounded up)
Device Attribute Resonance
Attack Charisma
Sleaze Intuition
Data Processing Logic
Firewall Willpower

Initiative
Logic + Intuition + 1d6 (2d6 if VR, 3d6 if Hot-Sim)

Matrix Condition Monitor


Use their Stun Condition Monitor in place of a Matrix Condition Monitor.
Matrix Condition Monitor = (Logic / 2, rounded up) + 8

Complex Forms
Technomancers start with (Resonance x 2) complex forms.
Attack Rating is Electronics + Resonance.
Complex forms are either instantaneous, sustained, or permanent.
● Every sustained Complex Form imposes a -2 dice pool penalty on any action

Fading
Fading is resisted with Willpower + Logic.
● If the DV after the resistance roll is higher than the Technomancer’s Resonance, it is
Physical. Otherwise it is Stun.

Complex Form Fade Value Duration Description


Cleaner 2 P Make an Electronics + Resonance test. Each hit
reduces OS by 1.
Diffusion (Matrix 4 S Make an Electronics + Resonance vs Willpower +
Attribute) Firewall opposed test. Each net hit reduces the
forms Attribute by 1 (to a minimum of 1)
Can be purchased multiple times per Matrix
Attribute
Editor 3 P You can use the Edit File action on a file, even if
you don’t have the proper access level. You must
be able to detect the file.
Emulate - S You can run a program and gain its benefits.
(Program) Includes Autosofts, whose rating is equal to the
technomancer’s Data Processing.
Can be purchased multiple times per Program
Infusion (Matrix 4 S Make a simple Electronics + Resonance (4) test.
Attribute) Each net hit increases the forms attribute up to
twice the normal rating.
Can be purchased multiple times per Matrix
Attribute
Mirrored Persona 3 I You create a proxy persona that looks and acts
identical to you. Roll Electronics + Resonance, the
number of hits serve as the persona’s rating.
Opponents must succeed a Matrix Perception with
a threshold of the persona’s rating to differentiate
the two. If they fail, they target the proxy with their
Matrix Actions.
Pulse Storm 3 I Make an Electronics + Resonance vs Logic + Data
Processing test. Each net hit increases the target’s
noise rating by 1.
Puppeteer 5 S You can take the Control Device action on a device
even if you don’t have the proper access level. You
must be able to detect the device.
Resonance 2 S Make an Electronics + Resonance test. Each net
Channel hit reduces your noise level by 1
Resonance Spike 4 I Make a Cracking + Resonance vs Willpower +
Firewall test. Each net hit causes 1 box of
unresisted Matrix Damage.
Resonance Veil 4 S Create an illusion that looks like a genuine Matrix
occurrence. Make an Electronics + Resonance vs
Intuition + Data Processing test. The target must
make a Matrix Perception test equal to your net hits
to see through the illusion
Static Bomb 6 I Make an Electronics + Resonance vs Intuition +
Data Processing against all targets that can detect
you. Any target that doesn’t roll net hits loses
perception of you and must perform Matrix
Perception to locate you again.
Static Veil 3 S Make an Electronics + Resonance vs
Willpower/Firewall + Firewall test. While sustained,
the target will not accumulate OS from maintaining
illegal access to a host on a sprite. Performing
illegal actions will still increase OS.
Stitches 4 P Make an Electronics + Resonance test. Each net
hit repairs 1 box of Matrix Damage on a sprite.
Tattletale 3 P Make an Electronics + Resonance test. Each hit
increases the target’s OS by 1.
Sprites
Matrix Condition Monitor = (Logic / 2) + 8

Compiling a Sprite
The technomancer determines the sprite level. Roll a Tasking + Resonance vs Level x 2
opposed test. Net hits from the roll count as tasks from the sprite.
The technomancer resists fade equal to the number of hits the sprite made on its defense roll,
resisted with Willpower + Charisma. Fade damage is physical if the damage is higher than the
technomancer’s Resonance.
Technomancers can only have 1 unregistered sprite at a time (See Registering a Sprite).

Sprite Tasks must be clearly defined. They can be the following:


● A single use of a sprite power
● A combat round of Matrix actions all part of the same job
● Engagement in cybercombat until all opponents are defeated, all opponents leave the
field, the sprite is decompiled, or the technomancer released the sprite from combat.
Sending the Sprite to a separate host counts as a remote task.Sprites return to the
Resonance once a remote task is complete, regardless of the remaining number of tasks the
technomancer has for that sprite.

Sprites only exist for (Rating x 2) hours unless they are registered. Sprites can accumulate
OS. Sprites can communicate with the technomancer so long as they are connected to the
Matrix. This includes words, images, videos, etc. The Sprite continues their assigned task
even if the technomancer disconnects until it is complete.

Registering a Sprite
A technomancer can register a number of sprites equal to their Resonance Level.

Registering is takes (sprite level) hours. At the end of the time, the technomancer makes a
Tasking + Resonance vs Sprite Level x 2 opposed test. The sprite is registered with at least 1
net hit, with each net hit adding to the number of tasks the technomancer can ask of it. The
technomancer must resist 2 DV fading damage per hit (minimum of 2 DV).
Registering also:
● Is seen as a legitimate Matrix entity
● Resets the OS of the Sprite to 0
● Has no lifespan time limit
● Can perform special tasks listed in the Registered Sprite Tasks
● Frees the technomancer to compile more sprites.

Registered Sprite Tasks


● Compiled Sprite Tasks:
○ Any task an unregistered sprite can do
● Loaned Task:
○ The sprite follows the orders of another persona, even non-technomancers. The
technomancer determines how many loaned tasks the sprite can perform.
● Remote Task:
○ Send a sprite to do a remote task. They return once the task is complete
● Re-register Sprite:
○ Re-register the sprite for the cost of one task. Same rules as registering the
sprite the first time. If this is the last task the technomancer has for the Sprite,
and they score 0 net hits, the Sprite returns to the Resonance.
● Standby:
○ The sprite can return to the Resonance, but can return when called. This hides
the Sprite’s presence and resets the Sprite’s OS for the cost of one task.
● Sustain Complex Form:
○ The sprite can sustain a complex form for the Technomancer and hold the
sustain penalty for them. The sprite can sustain the complex form for a number
of rounds equal to its level per single task.

Decompiling Sprites
Technomancers can decompile any sprite with a Tasking + Resonance vs Sprite level
(+Resonance of the technomancer who compiled the sprite). Each net hit removes a task
from the owner technomancer. If that reaches 0, the sprite returns to the Resonance.
Types of Sprites
Courier Sprite
Attack Sleaze Data Proc Firewall Init Res
L L+3 L+1 L+2 (L x 2) + 1 + L
4d6
Skills ● Electronics Powers ● Cookie
● Cracking ● Hash

Crack Sprite
Attack Sleaze Data Proc Firewall Init Res
L L+3 L+1 L+2 (L x 2) + 2 + L
4d6
Skills ● Electronics Powers ● Phantom
● Cracking ● Suppression

Data Sprite
Attack Sleaze Data Proc Firewall Init Res
L-1 L L+4 L+1 (L x 2) + 4 + L
4d6
Skills ● Electronics Powers ● Camouflage
● Cracking ● Watermark

Fault Sprite
Attack Sleaze Data Proc Firewall Init Res
L+3 L L+1 L+2 (L x 2) + 1 + L
4d6
Skills ● Electronics Powers ● Electron Storm
● Cracking ● Trap

Machine Sprite
Attack Sleaze Data Proc Firewall Init Res
L+1 L L+3 L+2 (L x 2) + 3 + L
4d6
Skills ● Electronics Powers ● Diagnostics
● Engineering ● Override
● Stability
Sprite Powers
Camouflage
● Conceal a file within another file. It is invisible to standard matrix searches
● Can only be found with a Matrix Perception test that is specifically looking for the file.
The sprite that concealed the file must make the test to find and extract the file.

Cookie
● Tag a target persona with a cookie file
● Sprite performs a Cracking + Resonance vs Intuition + Firewall test.
● On success, the cookie with a rating equal to the sprite’s level is placed on the
persona. It runs silent and logs everything the icon does.
○ Hosts the persona enters
○ Communications the persona engages in (contents may be limited)
○ Programs the persona uses
○ etc.
● Net hits determine the depth of the data recorded (1 hit = bare outlines, 4+ = high
detailed logs)
● Cookie returns to the sprite after a time determined by the sprite or owner, which can
then be given to a technomancer. Cookies are deleted if the sprite isn’t in the Matrix to
receive it.
● Cookies can be detected by the carrier persona with a Matrix Perception test. Cookies
can be removed by removing the file’s protection (Crack File) and then deleting it (Edit
File)

Diagnostics
● The Sprite assists someone with using or repairing electronic devices
● Sprite makes an Electronics + Level test. If it rolls a hit, the character gets a +1 to their
dice pool to use a device (Electronics, Engineering, Piloting) or repair the item.
● The bonus lasts until the Sprite stops focusing on diagnostics or does something else

Electron Storm
● Sprite makes a Cracking + Resonance vs Intuition + Firewall test against a target.
● On the first successful hit and subsequent action to sustain Electron Storm, the sprite
inflicts (Resonance) DV Matrix damage, resisted as normal. Also adds 2 levels of noise
to the target.
● All sustained Electron Storms end when the sprite takes Matrix damage.

Hash
● The sprite takes custody and protect a file with an encryption that only the sprite can
decrypt. The protection ends when the sprite stop carrying the file.
● If the Sprite is destroyed while holding a Hashed file, the file is permanently corrupted.
● The sprite can use this power for (Level x 10) combat rounds

Override
● The sprite makes an Electronics + Level vs Device Rating + Firewall test against a
device.
● On success, the sprite takes complete control of the device. It can substitute its Level
for the Pilot rating of the device.

Phantom
● The sprite conceals a persona or device in such a way as to make it invisible to Matrix
Searches. Can only be found with a Matrix Perception test specifically looking for the
concealed persona or device.
● The sprite can make a Electronics + Resonance test on concealing. The net hits
become the threshold for the Matrix Perception test.

Stability
● Can only be used on personas or devices that the sprite has User or Admin access to
● The sprite targets a persona or device. The target ignores standard glitches (including
those caused by Gremlins or Accident powers). Critical glitches become regular
glitches.

Suppression
● While sprite has Suppression active in a host, it delays the launching of IC on the host
for (Level / 2) combat rounds. Delayed IC can’t act or be targeted.

Trap
● Sprite makes a Cracking + Level vs Willpower + Firewall test against a target.
● On success, the target cannot take an action while Trap is sustained. Trap ends when
the sprite performs another action

Watermark
● A sprite tags an icon with a tag that only Resonance-driven entities can see. Like a
secret Matrix message. Watermarks can be overwritten with new ones by other sprites.
● Watermarks last as long as the icon exists in the Matrix or is erased with the Erase
Matrix Signature action.
Submersion
Technomancers can increase their Resonance rating beyond normal levels by taking points
into their Submersion grade. Grades have a Karma cost equal to 10 + Submersion grade.
A technomancer’s Submersion grade cannot exceed their Resonance. If their Resonance is
reduced below their Submersion grade, it is reduced as well.

Echoes
Powers Technomancers learn an Echo when gaining 1 Submersion grade.

Living Network
● You living persona can function as the master device of a PAN (Personal Area
Network). Can only be taken once.

Machine Mind
● You gain the benefits of a Rating 1 Control Rig. Can only be taken once.

Matrix Attribute Upgrade


● Upgrade one of your living persona’s Matrix Attributes. Can be taken multiple times,
however a single attribute can only be upgraded twice.

NeuroFilter
● You gain a +1 to dice pool to resist biofeedback damage. Can be taken twice.

Overclocking
● You gain +1d6 Initiative die (to a maximum of 5d6 total initiative dice) while in hot-sim
VR. Each Initiative die grants an additional Minor Action in combat.

5e Adapted Rules
● Overclocking does not grant an additional Simple Action.

Resonance Link
● You establish a low-level, one-way empathic link with another technomancer while
linked you can:
○ discern their dominant mood and emotions
○ know whenever they are under attack or stress, feeling pain, or otherwise in
danger
● Technomancers can Resonance Link each other for a two-way link between them

Skinlink
● You can connect to a device as if using a DNI by touching it. Can only be taken once.

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