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From: Tzeentch tzeentch666@*********.net
Subject: Optional Otaku Revisions
Date: Tue, 6 Jun 2000 21:54:25 -0700
The following is a slightly revised version of the Otaku rules I developed
for my The Matrix submission. It was not part of my final submission so I've
changed the rules to follow existing SR3/VR2 mechanics as much as possible.
Comments are of course welcome. Text in brackets [] denotes text changed
from the original manuscript.

OTAKU

The following rules take precedence over the rules presented in Virtual
Realities 2.0 and Renraku Arcology: Shutdown.

PLAYING AN OTAKU
Most otaku come from dysfunctional families or worse - abandoned on the
street or orphaned at a young age. The years before he was rescued by his
otaku tribe were filled with an endless gnawing hunger and desperation, with
the occasional flash of danger when the hunters of the Sprawl were on the
move. Many otaku children were more animals then humans before being brought
in, survivors to the core.

After being rescued by the otaku tribe the new recruit was given shelter, an
education, and sense of community - probably the new otaku's first taste of
stability or even friendship. For this reason otaku tend to be fanatically
loyal to their tribe, almost to the point of desperation. They also tend to
be very distrustful of others outside the tribe or other otaku.

New otaku are given an education (often strongly Matrix-oriented), often
being put in front of a computer their first day in the tribe. Once he is
judged ready by the older otaku he is taken to have his datajack implanted.
This step usually marks the differentiation between an initiate and a full
member of the tribe. The member then takes a sort of spirit journey into the
Matrix, often for days at a time while other tribemembers keep his body from
wasting away. During this time most otaku experience the strange Deep
Resonance that alters them forever. Those that do not usually leave the
tribe, using their incredible computer skills gained in the tribe to become
programmers or deckers. They usually do not speak of his time as an otaku
and will never intentionally meet his old tribe again.

Surprisingly enough, most otaku are quite stable mentally. The otaku
candidates' mental stability is very important, without it he could very
well go insane when experiencing the Resonance. Just don't expect them to be
normal, the depravations of their childhood and the tribal culture of the
otaku tend to produce members that are highly dysfunctional in normal
society. Most lack any sort of compassion for non-otaku, or even otaku not
of their tribe. To an otaku life revolves around two things: the Matrix and
his tribe.

Everything revolves around the Matrix in otaku culture; bizarre social
customs and interactions are the norm for otaku, especially when dealing
with non-otaku. The Matrix IS the world to otaku, and most could care less
about the "meatworld" except how it affects their personal well being or
others of the tribe. They tend to be incredibly arrogant when it comes to
their abilities on the Matrix, even to the point of foolhardiness in some.
Even the older otaku tend to be childish, petty, and cold-blooded.

TRIBES
Most otaku are members of "tribes". Although these usually bear little
resemblence to such organizations in the NAN and elsewhere. Instead they are
more loose organizations for self-protection and showing those with the
talent how to connect to the Deep Resonance. They typically bear more
resemblence to street gangs then a "tribe", many are actually just as
vicious as the most depraved go-gang - using their unique abilities to cause
as much damage as they can.

THE DEEP RESONANCE
The Deep Resonance is the poorly understood phenomena that most otaku go
through at some point in their early teens. The exact experience varies, but
many otaku describe it in terms reminiscent of the totemic experience that
shaman's experience. Others claim no special milestone, they claim to simply
wake up one day with a profound understanding of the Matrix, suddenly
perceiving the flow of information and data as patterns and symbols, much as
a mage.

Whatever the mystical or physical reality of the Deep Resonance the effects
are quite remarkable. The otakus neurological structure alters itself to
allow direct neural interface with the Matrix, enabling the otaku to "deck"
without a computer. In essence he becomes a living computer.

CHARACTER CREATION
Either the priority system (p. 54, SR3) or the points-based system (p. xx,
Shadowrun Companion (SRComp)) may be used to generate decker characters.

PRIORITY SYSTEM
If an otaku character is created using the priority system then the
following restrictions apply:
1. Otaku must assign Priority A to Magic and E to Resources. They do not get
spell points or magical abilities. This represents their "adept" abilities
in the Matrix.
2. Otaku characters start play with a datajack and ASIST converter. This
cyberware does not cost the otaku money.

POINTS-BASED SYSTEM
It costs 30 points to play an otaku.

PATH
Otaku fall into two broad groupings: the cyberadepts and the technoshamans.
Both groups exhibit largely identical abilities, but have very different
views on the Matrix and the Deep Resonance. Players are required to choose a
path for their otaku character upon character generation.

CYBERADEPTS
Cyberadepts tend to be the rationalists of the two paths, they see the
Resonance as a natural evolution of humanity blending with their technology
and see themselves as another step in mankind's eventual ascension into a
new kind of being. They gain an almost prescience feel for the Matrix when
they experience the Resonance, they see everything in terms of organized
data and patterns.

Game Effects
Cyberadepts gain a +1 bonus to the effective rating of any complex forms
they create. This represents their skill at organizing patterns and deep
knowledge of the Matrix's workings.

TECHNOSHAMANS
The technoshamans take a more holistic approach, often viewing the Matrix as
a living being. In this respect they view themselves as avatars of the
Matrix's will, and see the Resonance as proof. Many technoshamans claim that
spirits of the Matrix are also active, aiding the otaku and their plans.

Game Effects
Technoshamans increase the effective rating of their Pattern skills by 1.
This represents their approach to 'blending' with the Matrix as a unified
whole.

ATTRIBUTES

SPECIAL RULES
The Racial Modified Limits (p. 245, SR3) for otaku Mental Attributes are
raised by 1, and lowered by 1 for Physical Attributes. This may affect their
Attribute Maximums as well.

ALLOCATING ATTRIBUTES
The Mental Attributes are even more important for otaku then they are for
deckers, for they are the basis of their Living Persona. In particular,
Intelligence and Willpower are the most important attributes for otaku. It
is not uncommon for otaku to be physically disabled, coupled with extremely
high intelligence and determination

Charisma matters even less for otaku then deckers, with most otaku having
subzero Charisma. Many otaku appear very strange and many people will react
negatively to their presence. They are not like normal people, and it shows
through.

Physical skills are largely unimportant to an otaku, and it is the rare
otaku who could be called strong for his metahuman type. Many otaku are
almost crippled by infirmity in fact. The only physical attribute of any
value is Body, which is used when resisting the effects of grey or black IC.

SKILLS
Computer
All otaku characters must start play with a Computer Skill of at least 6.
The normal skill limit for characters (p. 43, SR3) does not apply for
otakuin regards to the Computer Skill. Otaku may possess a Computer Skill as
high as 8 during character generation.

Hardware Specialization
Otaku have little need for any knowledge of hardware. They themselves do not
use computers once they experience the Deep Resonance. Thus this
specialization is rarely found in any otaku.

Decking Specialization
Most otaku specialize in this aspect of Computer Use. It represents the
otaku's intimate understanding of the Matrix and how to manipulate it. Most
otaku, even at a very young age, have the skills and experience that only
the most veteran deckers can match.

Programming Specialization
Most otaku possess some level of programming skill from their period of
mentorship. But once they experience the Deep Resonance they have little
need to further explore the field. Some otaku do take an interest in it
though, using their skills to support the tribe.

Cybernetics Specialization
Almost no otaku specializes in this facet of the Computer Skill.

Etiquette
Otaku characters must specialize in either Street or Decker when choosing
Etiquette skills. They may learn other Etiquette skills during the course of
play.

Otaku Skills
In addition to normal skills, otaku also possess special skills unique to
them. In particular pattern, channel, and complex form skills. See below for
details.

THE LIVING PERSONA
The Deep Resonance turns the otaku's brain into an organic processor core, a
biological cyberdeck if you will. The statistics and ratings for this
'system' are based on the otaku's own Mental Attributes.

THE CORE FORM

Operating System
The otaku's effective [MPCP]Rating is equal to the average of his
Intelligence and Willpower Attribute.

Initiative
Otaku have a number of Initiative dice equal to their Intelligence in the
Matrix. They have as many Initiative Dice as their Resonance Pool.

I/O
If using the optional bandwidth rules (p. xx) otaku have an effective I/O
Rating equal to their Intelligence x 100.

Enhanced Attributes
The altered neurological structure of the otaku is not compatible with any
external improvements. In fact, modifications to the otakus natural
Intelligence and Willpower are detrimental in regards to the Deep Resonance.
For this reason, improvements to the otakus Intelligence or Willpower by ANY
means other then through spending Karma Points will reduce their Attribute
for purposes of calculating their Living Persona values and skills.

For example, and otaku with Intelligence-4 who receives an Cerebral
Booster-2 would have an effective Intelligence of 6 for standard tasks, but
only 2 for purposes of calculating his Living Persona values.

OTAKU SKILLS
Each otaku understands the Matrix in subtle ways far beyond that of even the
most experienced decker. This understanding translates into special skills
that only otaku possess.

Enhanced Attributes
As stated above the Deep Resonance has profound affects on an otaku's
neurochemistry. These changes are not necessarily compatible with bioware
and cyberware that enhance mental attributes.

Cyberware and bioware that affect skill tasks (Encephalon, Cerebral Booster,
Mnemonic Enhancer) have no effect on Otaku Skills. Task Pools may not be
used with Otaku Skills. In addition, for purposes of calculating the cost to
raise skills use the otaku subtracts any artificial Attribute bonuses from
the base stat for purposes of calculating costs, even if the enhancements
are treated as "natural".

For example, an otaku with Cerebral Booster-2 has an additional 2
Intelligence for most tasks, and a Task Pool of 1. This Task Pool may not be
used for any tests made with Otaku Skills, and for purposes of calculating
the cost to increase his Intelligence-linked skills his effective
Intelligence is actually reduced by 2.

PATTERNS
Otaku learn four skills that determine the capabilities of their living
personas connection to the Matrix. These are the Pattern Skills. There are
four pattern skills, each named for one of the persona programs: Bod,
Evasion, Masking and Sensors. They represent the level of development and
understanding the otaku possesses of the Matrix. They operate in all other
ways as a normal users persona program.

Specialization
There are no specializations for pattern skills.

Starting Skill
There is no limit to the level of skill an otaku may possess in his pattern
skills. Otaku start with an amount of skill points equal to their
Intelligence x 2 that they may distribute among their pattern skills. These
points must be spent on pattern skills and cannot be saved.

Skill Development
Pattern skills are linked to Intelligence and are considered to be Active.
Regular skill points and Karma may be used to increase his pattern ratings.

Suspending Persona Operations
If using the optional Bandwidth rules (p. xx), otaku may not suspend their
persona operations.

CHANNELS
Otaku to not possess, or require, operational utilities to help them access
information services on the Matrix. Instead, they learn five special skills
called channels that act in their place. Each of the five channels is named
for one of the five Matrix subsystem ratings: Access, Control, Index, Files,
and Slave. Whenever an otaku is required to make a Subsystem Test during a
system operation he uses the appropriate channel skill to lower the target
number. For example, an Analyze Security operation requires a Control Test.
A normal decker would use an Analyze utility to lower the target number. An
otaku would use his Control Channel Rating instead.

Specialization
The basic channels are general skills. The otaku may specialize in certain
actions that mimic the functions of specific utility programs as well. For
example, Control Channel (Analyze) would mean the otaku would have an
effective rating 1 higher for performing operations that would use that
utility, such as Analyze Host; but be at -1 for any others such as Redirect
Datatrail.

Starting Skill
The otaku may not possess any channel skills higher then Rating 6 during
character generation. Otaku start with a number of skill points equal to
their Intelligence and Willpower Attributes x 2 (rounded down) that they may
distribute among their channel skills. Each channel must be assigned at
least one point from this pool.

Skill Development
Channel skills are Knowledge Skills and linked to the otaku's Willpower.
Regular skill points and Karma may be used to increase channel ratings.

COMPLEX FORMS
In addition to their patterns and channels, otaku can learn to create
constructs that operate in much the same manner as conventional utilities.
In effect these are 'stable' simple forms that the otaku has improved upon
and memorized. Complex forms are not 'programs' in the conventional sense.
The otaku directly manipulates his Living Persona on the Matrix to produce
the desired effects.

Starting Skill
Otaku begin with their Intelligence x 10 points that they may assign to
Complex Forms. These points are allocated towards the programs programming
complexity on a 1 for 1 basis.

For example, a starting otaku character with an Intelligence of 5 has 50
points to allocate to complex forms. He buys Attack-5S (costs 5 x 4= 20
points), Sleaze-5 (for 4x3=1 points), and Armor- (5x5%).

Creating a Complex Form
Each complex form is a skill, and is linked to the otaku's Intelligence. No
complex form may exceed the average of the otaku's Willpower and
Intelligence multiplied by 1.5. Complex forms are counted as Language skills
for purposes of increasing their ratings. There are no concentrations or
defaulting for complex form skills. Each complex form is a separate base
skill, even for forms that mimic differing staging of the same program.

For example, a complex form that mimics the Attack-5S program is a separate
skill from one that mimics the same skill but with a Medium staging.

Restrictions
Complex forms may not be used to create agent or frames, otaku use sprites
in their place. Programming options may not be applied to compelx forms.

Improving a Complex Form
When determining the cost to improve complex forms add the Multiplier of the
program that the form mimics.

For example, Phillip has the skill of Complex Form (Attack-5S). Phillips
Intelligence is a 6. Raising the Skill to 6 would require ([6 x 1] + 4) 10
Good Karma.

Complex Forms and Bandwidth
If using the optional Bandwidth rules (p. xx) then each Complex Form the
otaku possesses, add its Rating to his persona bandwidth, even if they are
not utilized.

SIMPLE FORMS
Otaku may also create 'programs' on the fly. These temporary forms are
fairly short lived and are usually used as "stopgap" measures by otaku
trying to accomplish specific tasks.

To create a simple form the otaku essentially makes an "instant" programming
test with a TN equal to the Complexity of the program he wishes to emulate.
This requires a Simple Action on the part of the otaku. If successful, the
program lasts for one use. If not used immediately the simple form only
lasts until the end of the Combat Turn it was created in.

Limitations
Simple forms may only emulate offensive, defense and special utilities. They
cannot create frames or agents.

Simple forms may not use any programming options.

SPRITES
Sprites are the otaku version of frames and agents. All sprites are
individual, and often display complex personalities - usually aspects of the
otaku who created them. In a way they are independent fragments of the otaku
's own personality.

Each sprite is unique to the otaku that created it. It represents a
significant investment in time and Karma by the otaku to create it, and are
often viewed as spirits from the Matrix by technoshamans. The actual method
used to create a sprite varies from otaku to otaku, usually taking form in a
very personal experience on the Matrix relating to their original exposure
to the Deep Resonance.

Creating a Sprite
[Use the rules in VR2]

EDGES AND FLAWS
Edges and Flaws are an additional option for character generation given in
the SRComp (p. xx). Some additional notes on the Edges and Flaws from that
manual are noted below.

Computer Illiterate, Bio-Rejection, Jack Itch
Otaku may not take these Flaws.

College Education, Technical School Education
Otaku may not possess these education Edges.

Illiterate
Illiterate otaku have no difficulty in using the Matrix with their Living
Persona. If using the Matrix through another computer system they suffer the
relevant penalties.

This is a very common Flaw among otaku, especially technoshamans.

Uneducated
The skill learning penalties do not apply to Otaku Skills. Uneducated otaku
still receive only Intelligence x 3 Knowledge Skill points at character
generation.

This Flaw could be applicable to otaku who did not complete their entire
training in the tribe.

Uncouth
This is almost a stereotypical Flaw of otaku, who are quite famous for their
rude and churlish behavior.

Magic Resistance and Poor Link
A higher then average number of otaku seem to possess an odd degree of
resistance to magical effects.

OTAKU AND THE SOTA
Due to the effects of the Deep Resonance otaku are always in tune with the
latest developments on the Matrix. Thus they are not affected by the SOTA
rules.

OTAKU AND DAMAGE
Although the otaku's innate skill in using the Matrix is remarkable, their
Living Persona makes them more vulnerable to harm then a decker. For one
thing they are always considered to be running the Matrix "hot". They may
not operate in any other capacity.

Otaku do not use an Online Condition Monitor, any damage they sustain to
their online icon is translated as Stun damage on their Mental Condition
Monitor. Black IC affect the otakus Physical Condition Monitor just as it
does normal deckers.

On the plus side, the otakus channels and complex forms are not programs in
the conventional sense, and they may not be affected by programs such as tar
baby. Programs such as tar baby will not even react in the presence of a
otaku's channels.

Otaku are also unaffected by virus code such as dataworms.

DICE POOLS
Otaku do not possess a Hacking Pool. In its place they have a Resonance
Pool. Items that add to or subtract from a Hacking Pool have no effect on a
Resonance Pool.

RESONANCE POOL
To determine an otaku's Resonance Pool, add the otaku's Intelligence Rating
and his Willpower and divide by 3, round down.

Using the Pool
The Resonance Pool may be used for any task the otaku performs on the
Matrix, including enhancing his channels or when making tests using his
patterns.

Enhancements and the Pool
Modifiers to the otaku's Intelligence or Willpower Rating do not affect the
Resonance Pool, whether it is from magical, cybernetic, or bionetic sources.

OTAKU AND CYBERTERMINALS
Otaku are perfectly capable of accessing the Matrix through conventional
systems or even cyberdecks. However, if they do so they lose the ability to
use any of their special Otaku Skills as well as the abilities of the Living
Persona. They still keep their Reaction and Initiative ratings and may
substitute the Resonance Pool for the Hacking Pool.

CYBERWARE
All otaku possess some level of cyberware in that they all have datajacks.
Some go under the knife as soon as they can handle the surgery in fact.

DATAJACKS
ALL otaku have a datajack. It is the one distinguishing characteristic they
have. This datajack always has an ASIST converter built into it as well. The
otaku starts play with this piece of cyberware, he does not need to pay for
it.

Enhanced Capabilities
The changes to the otaku's brain also affect his link to the datajack. To
this end all otaku datajacks display the capabilities of a DNI link and
transducer (p. 19 and p. 38 of Man and Machine respectively). These
abilities are byproducts of their Living Persona and are not cybernetics,
thus the otaku pays no Essence for these capabilities.

HEADWARE MEMORY
Otaku cannot store information in their brains. They must use either
headware memory or external storage devices connected through a datajack as
storage in order to upload or download data from the Matrix.

RESONANCE AURA
An otakus aura will radically shift once they enter the Matrix with their
Living Persona. Anyone assenssing an otaku as he interfaces will notice that
the otaku's aura dims, then seems to sparkle with strange lights. Anyone
familiar with otaku will immediately recognize it. The otaku cannot masked
or hide this efffect on their aura - even if they are aware of it.

MYSTERY OF THE OTAKU
Noone is quite sure what to make of the otaku. There are numerous theories
of course, ranging from the plausible to the truly bizarre. However, a few
things are well known about the otaku at present.

No known physiological or genetic abnormalities have ever been documented in
otaku. Even after they experience the Deep Resonance there are no noticeable
physiological changes either in their bodies or neurochemistry. Only
detailed CAT scans can identify an otaku, and even then only if they are
using their abilities. So although it is known their brains capabilities
have been significantly altered to make them directly compatible with the
technologies of the Matrix there is no understanding of the process
involved.

One popular theory is that otaku have always been present. Only the fairly
recent developments of direct neural interfaces has allowed their
capabilities to manifest to the level that it does. The Deep Resonance, they
conclude, is actually representative to an overcoming of psychic blocks to
their ability. They cite numerous examples from magical research that tends
to support this assertion. Just as mages are naturally attuned to astral
energies, otaku are naturally attuned to the complex flow of information.

Other theories abound of course. Many take Deus's claims of creating the
otaku seriously, and in many locations campaigns have begun to locate and
destroy otaku. After all, if Deus created them then obviously they are
acting as spies and agents for the AI. The fact that many otaku strenuously
deny this link only reinforces the view that they are in fact hidden agents.
As more information on the White agents of Deus escapes the Arcology it is
only a matter of time before otaku become hated agents of Deus - true or
not.

Luckily for otaku, unless they obviously display their abilities there is no
way to identify them as such. There are no tests or scans that can be
conducted on them to identify them as an otaku, and most are perfectly
capable of using cyberdecks in order to accomplish their goals.

Stranger theories such as otaku are created from spirits in the Matrix or
are hybrid children from space aliens have also been spread. The fact that
no two otaku display quite the same capabilities or sees the Deep Resonance
the same has made categorizing them very difficult.

One interesting fact that has come to light is that each otaku sees the
Matrix in a very personal way. When an otaku accesses the Matrix they enter
their own private world, essentially a reality filter of immense detail.
They do not seem to be affected by system sculpting, or any other
iconography tricks. Much like a decker-modified interface, their "internal"
interface works without the usual cues that determine an objects appearance
on the Matrix. The programs that otaku use, their channels and forms, are
also little understood. Even close analysis of the actual program code
loaded into hosts shows that no two otaku have quite the same way of
performing tasks. The code itself seems somehow tied to the otaku himself.
Efforts to isolate code fragments to duplicate the otaku's abilities have so
far met with utter failure. The actual operating code that the otaku send to
the host does not seem to conform to any known programming type or
structure.

However, there has been limited success in analyzing an otaku's code in
order to "fingerprint" the otaku. Since each otaku has a unique
"signature"
that he uses with his abilities there is the possibility that certain otaku
activity can be tracked and logged. So far this has met with limited
success. Otaku who learn they are being tracked in this manner have
displayed the ability to subtly alter their signatures.


Ken
---------------------------
There's a war out there, old friend, a world war. And it's not about who's
got the most bullets, it's about who controls the information. What we see
and hear, how we work, what we think, it's all about the information!
Cosmo, 'Sneakers'

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.