Shadowrun6e MatrixCheatSheet
Shadowrun6e MatrixCheatSheet
Cyberjacks
CyberJack MPI Attributes (D/F) Matrix Init Avail Essence Cost
Bonus
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 Attributes (A/S) Active Program Avail Cost
Rating 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
Make an Engineering + Logic (Damaged Boxes, 1 hour) Extended test.
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
Direct Connection (Any Distance)
<100 meters
100-1,000 meters
1,001 - 10,000 meters (10 km)
10,001 - 100,000 meters (100 km)
>100 km
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
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 Level(s) Des
Change Icon (Minor) No Test User/ Change the ta
Admin of the actor’s
target self. Do
Matrix Percep
hide intention
Edit File (Major) Electronics + Logic User/ Edit or copy t
vs Admin file. Editing fe
Firewall + Intuition or Firewall constant editin
+ Sleaze Copying fails
protected.
Editing Files d
Data Bomb is
Encrypt File (Major) Electronics + Logic User/ Hits set the En
Admin for target file.
Enter/Exit Host (Minor) No Test Depends on Host Enter or exit a
hosts require h
levels to enter
Format Device Electronics + Logic Admin On Success: T
vs target device b
Willpower + Firewall or down perman
Firewall x 2 software is rep
Full Matrix Defense (Major) (See Desc) Outsider/ The next time
User/ target of an at
Admin Matrix, they a
Rating to the d
Jack Out (Major) Electronics + Willpower Outsider/ Actor Jacks o
vs User/ Suffers dumps
Data Processing + Charisma or Admin Only opposed
Attack + Data Processing link-locked w
(See Desc) Actor must su
oppose all link
to jack out.
Can’t be used
self.
Jump into Rigged Device Electronics + Logic User/ Actor jumps i
(Major) vs Admin adapted devic
Willpower + Firewall or Actor must be
Firewall x 2 Only opposed
not the device
not have perm
owner.
Matrix Perception (Minor / Electronics + Intuition Outsider/ Actor looks fo
Major if Commlink only) vs User/ Matrix. Ties r
Willpower + Sleaze Admin the actor. Net
additional info
the icon.
Can be used a
test to find all
available info
unopposed tes
Matrix Search (Extended, 10 Electronics + Intuition Outsider/ Search public
min) User/ for info.
Admin
Reboot Device (Major) Electronics + Logic Admin Reboots targe
vs on at the end o
Willpower + Firewall or combat round
Firewall x 2
Reconfigure Matrix Attribute No Test Admin Swap two bas
(Minor) of your Matrix
Send Message (Minor) No Test Outsider/ Send text, aud
User/ a file to a com
Admin
Switch Interface Mode No Test Admin Switches inter
(Minor) AR and VR
Illegal Actions
Action Test Access Level(s) Descript
Backdoor Entry (Major) Cracking + Logic Outsider Attempt to gain B
*(Linked with Sleaze) vs access to a host. T
Willpower + Firewall only be used on h
have been succes
Probed.
On Success: Acto
Admin access
On Failure: Back
blocked. Actor m
for a new backdo
is not made aware
Brute Force (Major) Cracking + Logic Outsider/ Actor attempts to
*(Linked with Attack) vs User/ permission levels
(See desc) Admin alerts the device.
Access User as O
Admin as User:
Firewall
Access Admin fr
Outsider: Willpo
Firewall + 2. Def
+4
Check OS (Major) Cracking + Logic (4) Admin On success: Runn
informed of curre
Control Device (Major) Electronics + Logic User/ The Actor uses th
vs Admin if it were their ow
Willpower + Firewall (varies) Attempting to con
Rigged device au
fails.
User actions requ
minimum of User
Admin actions re
minimum of Adm
Crack File (Major) Cracking + Logic User/ Remove encryptio
vs Admin file
Encryption Rating x 2
Crash Program (Major) Cracking + Logic Admin Actor crashes a p
vs target device. Use
Data Processing + Device Perception or obs
Rating on the devices act
identify programs
On Success: The
scrambled and req
system reboot
Data Spike (Major) Cracking + Logic Outsider/ Matrix Attack.
*(Linked with Attack) vs User/ Has a base DV of
Data Processing + Firewall Admin Rating / 2, rounde
Net hits = +1 Mat
Disarm Data Bomb (Major) Cracking + Logic User/ Disarm detected D
vs Admin On Success: The
Data Bomb Rating x 2 is disarmed
On Failure: Bom
dealing (Rating x
to the actor, resist
Willpower. Destr
was set to.
Erase Matrix Signature Electronics + Logic User/ Actor must have
(Major) vs Admin Resonance Ratin
Willpower + Firewall or On Success: Eras
Firewall x 2 signature left by a
being.
Hash Check (Major) Electronics + Logic (GM N/A Actor searches fo
defined Threshold) information affec
Encryption.
Matching the thre
narrows search do
files. Each net hit
files found in half
> 8, etc).
Can be repeated w
dice pool.
Hide (Major) Cracking + Intuition Outsider/ On Success: Any
vs User/ tracking you lose
Data Processing + Intuition or Admin Actors can’t hide
Data Processing + Sleaze with User or Adm
their network.
Jam Signals (Major) Cracking + Logic Admin Turns a wireless d
local jammer. Jam
equal to net hits a
out 100 meters.
Probe (Extended, 1 min) Cracking + Logic Outsider/ Actor looks for ba
*(Linked with Sleaze) vs User/ a host.
Willpower + Firewall or Admin Net hits grant the
Firewall x 2 additional dice po
on Backdoor Entr
Backdoors last fo
host/device rating
Set Data Bomb (Major) Electronics + Logic Admin Actor sets a data
vs their chosen ratin
Device Rating x 2 up to the total net
also determines if
delete said file.
Snoop (Major) Cracking + Logic vs Admin Actor intercepts M
Data Processing + Firewall sent to and from t
Spoof Command (Major) Cracking + Logic Outsider/ Actor sends a com
vs User/ device as though
Data Processing or Piloting + Admin the owner.
Firewall On Success: Dev
out action as its n
Action
Tarpit (Major) Cracking + Logic vs Data Outsider/ Deals (1 + net hit
*(Linked with Attack) Processing + Firewall User/ damage to target
Admin target’s data proc
the same amount.
Devices can’t act
Processing is 0.
Devices regain 1
per combat round
Trace Icon (Major) Electronics + Intuition Admin Actor learns the l
vs an icon on the ma
Sleaze + Willpower or Sleaze Does not work on
+ Firewall with no physical l
*Linked Actions come into play when fighting IC (see IC rules)
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
Matrix Host A
Office Host
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)
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.
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).
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.
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 + 4d6 L
Skills ● Electronic Powers ● Cookie
s ● Hash
● Cracking
Crack Sprite
Attack Sleaze Data Proc Firewall Init Res
L L+3 L+1 L+2 (L x 2) + 2 + L
4d6
Skills ● Electr Powers ● Phantom
onics ● Suppression
● Cracki
ng
Data Sprite
Attack Sleaze Data Proc Firewall Init Res
L-1 L L+4 L+1 (L x 2) + 4 + L
4d6
Skills ● Electr Powers ● Camouflage
onics ● Watermark
● Cracki
ng
Fault Sprite
Attack Sleaze Data Proc Firewall Init Res
L+3 L L+1 L+2 (L x 2) + 1 + L
4d6
Skills ● Electr Powers ● Electron Storm
onics ● Trap
● Cracki
ng
Machine Sprite
Attack Sleaze Data Proc Firewall Init Res
L+1 L L+3 L+2 (L x 2) + 3 + L
4d6
Skills ● Electr Powers ● Diagnostics
onics ● Override
● Engin ● Stability
eering
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.