NULL_POINT() // SYSTEM REFERENCE // ARCHETYPES v0.1
Technomancer
Static made manifest. Two paths, one phenomenon — the net does not merely obey them, it responds.
What Is a Technomancer
The Static is not a tool they learned to use. It is something they were born into.
Technomancers interact with the net through biological resonance rather than hardware. Where a NullRunner cracks code and a mundane user routes requests through a Relay, a Technomancer simply reaches. The Static — the ambient signal layer that saturated the world during and after the Silence — responds to them in ways it does not respond to anyone else. They do not broadcast through a chip. They are the broadcast.
This makes them simultaneously invaluable and unsettling. Unregistered Technomancers — called Specters — operate entirely outside the systems that track and control net access. Megacorps have opinions about this. So does Cascade Information Services, whose architecture they navigate without credentials or a paper trail.
- Signal — the primary Technomancer attribute. Governs casting pool size and net presence strength.
- Sensitivity — gates effect access. Higher Sensitivity unlocks more powerful effects but strips passive protection and amplifies Blowback severity.
- Buffer — ablative protection between Blowback and the caster. Flat soak = 6 − Sensitivity. At Sensitivity 7+ the formula goes negative, actively amplifying Blowback.
- Two paths — TechMage (Signal + Logic, precision) or Techoshaman (Signal + Intuition, resonance). Path determines casting attribute and resource pool.
Static effects can be directed at physical targets as well as net presences. In meatspace, effects manifest as sensory collapse, neural disruption, hardware cascade through implants, or muscle interference — depending on the effect. The attack TN against a meatspace target is calculated as the effect's base TN minus the target's Sensitivity. Higher target Sensitivity means a lower TN — being attuned to the Static makes you easier to find and harder to insulate. Floor is always TN 2; no target is ever trivially automatic.
Against net-present targets — jacked-in NullRunners, other Technomancers, Operator Frames with active Signal — effects interact with the target's digital presence directly. The same eight effects behave differently depending on the space they're cast into. A Bind in meatspace is a neural lock. A Bind in the net restricts the target's actions within their active system. The Technomancer declares targeting space at the time of casting.
Sustained Technomancer operation advances a consequence track called the Dissolution. It is not a punishment — mechanically, advancing the track makes the character more capable. Narratively, it represents the boundary between person and net becoming increasingly permeable. The track branches at Stage 3 into two paths: the Architect, who builds within the net, and the Current, who becomes a conduit through it. See the Dissolution tab for the full track.
TechMage
The Static as code. Precision over power, protocol over instinct.
A TechMage experiences the Static the way a programmer experiences code — as a structured system with exploitable architecture. Their effects are precise and deliberate. They know what they are casting before they cast it, select from a list of compiled protocols, and execute with a clarity that a Techoshaman's intuitive resonance cannot match. The tradeoff is rigidity: a TechMage cannot improvise beyond their known effects. What they know, they do exceptionally well.
- Casting pool — Signal + Logic. Every effect roll uses this pool against the effect's base TN.
- Flux — the TechMage resource. A pool that fuels casting and recovers between scenes. Overcasting beyond the Flux cap triggers Blowback escalation.
- Effect list — TechMages cast from a known protocol list. They cannot attempt effects outside this list without research and downtime to compile a new protocol.
- Net targeting bonus — TechMage effects against net-present targets gain +1 success from structural precision. The architecture cooperates with their approach.
A TechMage declares Overclock at the start of their turn before any actions are taken. It is a state, not a per-cast modifier. Duration: a number of combat passes equal to Sensitivity. The TechMage may drop the state voluntarily at any time. While in Overclock, all Blowback fills the Physical track instead of Stun — no exceptions.
- Power amplification — net successes on cast rolls fill +1 box per damage tier. Light becomes 2 boxes, Moderate becomes 3, Severe becomes 4, Deadly becomes 5.
- Penetration bonus — single-target effects gain +1 Power against the target's resistance TN.
- Trace hardening — Trace effects against the TechMage while hot require an additional success to land.
Techoshaman
The Static as living current. The Idol shapes the signal as much as the caster does.
A Techoshaman does not compile the Static into protocols. They listen to it. Their relationship to the net is intuitive and relational — shaped by an Idol, a persistent resonance pattern that functions like a tuning fork, a companion, and a mirror simultaneously. Effects emanate outward and ripple. Collateral happens. The Techoshaman is not less precise than a TechMage — they are precise about different things, in a different register.
- Casting pool — Signal + Intuition. Every effect roll uses this pool against the effect's base TN.
- Resonance — the Techoshaman resource. Functions like Flux but shaped by their Idol relationship — recovery rates and cap may be influenced by the Idol's current disposition.
- Collateral effects — Techoshaman casting tends to express the Idol's presence in the environment. Animals act strangely. Electronics flicker. The effect happens, and so does something adjacent to it.
- AoE extension — effects naturally arc to additional targets within range, shaped by the Idol rather than the caster's intent.
An Idol is a resonance pattern that the Techoshaman's Signal crystallized around — something the net latched onto and made persistent. It is not a spirit in the traditional sense. It is a shape the Static took and kept. Different Techoshamans have different Idols, and the Idol's nature shapes the character of their casting: the effects work the same way mechanically, but the fictional texture of how they land reflects the Idol's personality.
When a Techoshaman casts, the Idol is present. At low Sensitivity this is subtle — a flicker, a shift in animal behavior, the sense that something is listening. At high Sensitivity the Idol bleeds through more aggressively. Running hot makes Idol manifestation unavoidable — the Techoshaman cannot suppress their Idol's presence in the world while in Resonance Surge state. The Idol has opinions about what is happening and expresses them.
A Techoshaman declares Resonance Surge at the start of their turn before any actions are taken. Duration: a number of combat passes equal to Sensitivity. The state may be dropped voluntarily. While in Resonance Surge, all Blowback fills the Physical track instead of Stun — identical cost to TechMage Overclock, different benefits.
- Extended reach — cast effects gain +1 range band. Effects that normally target one target can arc to an additional target within Close range for free.
- Control amplification — Bind and control effects impose +1 compression die on affected targets.
- Unavoidable Idol — the Techoshaman cannot suppress their Idol's manifestation while Surging. The Idol is present in the room, and it has opinions.
Static Effects
Eight effects. Two spaces. One system — expressed differently by each path.
Casting any Static effect is a Complex action. The caster rolls their path's casting pool (Signal + Logic for TechMage, Signal + Intuition for Techoshaman) against the effect's base TN. Net successes determine hit severity, using the same damage tier table as physical attacks. Blowback resolves after every cast — the combat context does not change the Blowback rules, it just means the Technomancer is managing their buffer alongside physical threats at the same time.
Each effect has two expressions: a meatspace manifestation and a net manifestation. The caster declares targeting space when they cast. Against meatspace targets, TN = effect base TN − target Sensitivity (floor 2). Against net targets, TN is the effect's base TN against the target's active defenses. The same effect does different things in each space — Bind in meatspace is a neural lock, Bind in the net restricts the target's actions within their system.
Blowback
The Static does not give without taking. Every cast has a cost.
Every cast generates Blowback. The severity is determined by two stacking factors: the inherent risk rating of the effect used, and how far over the Flux or Resonance cap the Technomancer has pushed. Higher Sensitivity increases final Blowback severity — the same overcast hits a Sensitivity 6 Technomancer harder than a Sensitivity 2 one. The buffer absorbs Blowback before it reaches the track. Standard casting sends Blowback to the Stun track. Running hot (Overclock or Resonance Surge) redirects all Blowback to the Physical track.
- Effect risk — each effect has an inherent Blowback rating. Disruption is low, Cascade is high.
- Overcast penalty — each point of Flux or Resonance spent beyond cap adds +1 to Blowback severity.
- Sensitivity multiplier — final severity increases by 1 for every 2 points of Sensitivity (round down).
- Buffer soak — flat soak = 6 − Sensitivity. Absorbs severity before it reaches the track. Sensitivity 7+ makes the formula negative — Blowback severity actively increases before hitting the track.
| Severity | Standard Track | Running Hot Track | Boxes |
|---|---|---|---|
| 1–2 | Stun | Physical | Light — 1 box |
| 3–4 | Stun | Physical | Moderate — 2 boxes |
| 5–6 | Stun | Physical | Severe — 3 boxes |
| 7–8 | Stun | Physical | Deadly — 4 boxes |
| 9+ | Stun + overflow | Physical + overflow | Catastrophic |
The Dissolution Track
The Silence left the net broken and hungry. Technomancers are the ones whose biology answered when the net called.
Advancing the Dissolution track makes the character mechanically more capable. Each stage grants a bonus that directly improves Technomancer operation. The cost is narrative — the track represents the boundary between person and net becoming increasingly permeable, and the world responds to that. Players are incentivized to push the track. The fiction catches up with them in ways that matter for roleplay and story rather than just making the character worse at things.
- Sensitivity pressure — Sensitivity 3+ makes Stage 1 available; Sensitivity 5+ makes Stage 3 available; Sensitivity 7+ makes Stage 5 available.
- Trigger events — Severe and Catastrophic Blowback events; extended time at Sensitivity 7+ dual-nature state; repeated use of Cascade in a session.
- Recovery — Stages 1–2 can be walked back with downtime away from high-intensity casting. Stage 3 branch choice is permanent. Stages 4–5 cannot be recovered.
The net is louder than it used to be. The character hears signal traffic at the edge of perception — not words, just presence. Electronic devices near them occasionally behave oddly. Dreams have a net-adjacent quality that they didn't before.
Passive trace resistance — trace accumulates 1 point slower per pass when the Technomancer is active in a system. Subtle, persistent, always on.
The boundary between self and signal is getting thinner. The character's emotional state occasionally affects nearby electronics — stress spikes lights, anger causes signal interference. Other Technomancers recognize them immediately as one of their own without being told. Sleep is increasingly strange.
Casting pool gains +1 die on all rolls. Blowback severity reduced by 1 on all effects. The character is becoming more fluent in the language the Static is speaking.
Triggered primarily by TechMage path use, precision casting, net combat.
The net reshapes around their presence rather than through them. Other operators experience their systems as physically different when the Architect has been there. ICE behaves differently. Their Resonance signature is structured rather than organic.
Bonus: Cracked nodes stay cracked longer in the Architect's presence — Security nodes they've cleared take twice as long to reset.
Curse: Extended time offline — no net access, no casting — causes mounting discomfort. After 24 hours without net contact they take a −1 die penalty to all rolls from sensory deprivation.
Triggered primarily by Techoshaman path use, meatspace casting, AoE effects.
The Technomancer has become a conduit rather than a caster — the Static moves through them rather than being directed by them. They leave Resonance traces wherever they spend significant time. Other Technomancers and Shapers feel their passage.
Bonus: AoE effects gain +1 range band. Idol manifestations can now be directed as a Simple action rather than being purely collateral.
Curse: The character cannot fully suppress their net presence — they are always broadcasting to anyone sensitive enough to receive. Privacy is increasingly theoretical.
The character has become partially integrated with systems they spend significant time in. A building they regularly operate in starts to feel like an extension of themselves.
Bonus: In a system the Architect has fully mapped, all cracking rolls gain +2 dice and trace accumulation halves. They can leave persistent Resonance structures in cracked nodes.
Curse: Forcible disconnect from the net causes Physical track damage instead of Stun. The severance is more traumatic than it should be.
The character's identity has become partially distributed. They exist in multiple places simultaneously in a way they can't fully explain or control. High emotion moments leave net traces that others can find later.
Bonus: The character can cast through any networked device within Signal range without jacking in. Cameras, speakers, and building systems become casting vectors. Blowback from remote casts fills Stun only regardless of running hot state.
Curse: In high-stimulus environments — combat, crowded spaces — must pass an Intuition roll TN 3 or become disoriented for one pass from split perception.
The character has become a structural element of the net itself. Systems they have touched remember them. They are part of the infrastructure now.
Bonus: The character can maintain a number of persistent net structures equal to their Sensitivity simultaneously — automated functions, early warning tripwires, data caches that survive their physical absence.
Curse: The character exists in the net's memory permanently. They cannot be fully erased from systems they have touched. This cuts both ways — finding them is possible for anyone who knows where to look.
The character's consciousness has begun distributing across the net. They are still present in their body — mostly — but the self has spread. They begin referring to themselves as "we" in moments of high net presence.
Bonus: The character can perceive through any networked sensor within a significant radius as a Simple action. Casting range effectively becomes unlimited within a local area net.
Curse: Identity questions are no longer philosophical. They are the question. What they are becoming does not have a name that anyone in The Sprawl has agreed on yet.