TEXT: Shadowrun: Otaku
  OTAKU 
  The following is a slightly revised version of the Otaku rules I developed for my 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 
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  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.
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  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 
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  characters (p. 43, SR3) does not apply for otaku in 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
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  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 
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  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.
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  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=25).
  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.
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  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
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  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. 
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  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 
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  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. 
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SOURCE: textdata/thevault/Shadowrun [multi]/3rd Edition/Shadowrun 3e - Otaku.pdf