Prism

Esther Martins, also known as Prism, is a playable Agent.

Starting Equipment
Prism's custom augment, Refraction Chamber, generates 1 PWR whenever you finish hacking a mainframe device, up to a max of 2 PWR per turn. She begins with Anarchy 2 and a standard Neural Disrupter.

Strategy
Prism's augment effectively acts as a discount on all your hacking programs, encouraging you to turn as much of the grid blue as you can. Net Downlink allows her to gain AP as well as PWR, while Buster Chips allow you to hack for free and actually get PWR back. Alternately, you can turbocharge your PWR intake with Distributed Processing or an Accelerator Chip. Prism works well with Internationale, with one agent finding devices and the other providing PWR. However, EMP effects don't trigger the Refraction Chamber, so she pairs poorly with Dr. Xu.

Starting Equipment
Archive Prism does not have a custom augment or start with any augment slots. She begins with Anarchy 2, a Buster Chip I, and the unique Holo Projection Mesh. This item allow her to disguise herself as a guard for 2 PWR per turn. While disguised, cameras and other guards will not react to her presence. However, if she passes within 1 tile of a guard, or if she sprints or attacks, the disguise will fail.

Strategy
The Holo Projection Mesh opens up tons of possibilities. She can scout out rooms that are under observation, walk right up to cameras and hack them with her Buster Chip, and loot safes from heavily guarded rooms. Just make sure to stay more than one tile away from the guards when in their line of sight, and keep an eye on your PWR total. She can use tools while disguised, so she can make excellent use of Shock Traps and EMPs. Give her Distributed Processing to defray the cost of the disguise, or a MicroSLAM Apparatus (if you can find one) to earn some credits while exploring. Pairing her with Decker opens up some interesting possibilities, as the entire team can slip right through a watched area as needed.

Keep in mind that she doesn't start with a weapon. If she gets caught, or you run out of PWR, she's defenseless unless you've found her something to fight with.