I've got a doozie. So I'm of the school of thought that technomancers aren't up to par. I feel they should be able to make much better hackers than I feel the rules allow. I know there are differing (and valid for both sides) opinions on this, and I'm not here to argue that point, I just wanted to explain my rationale and goal for the following (some of these are taken from previous posts, thanks for the ideas everyone):
General
Move the whole cost one priority down. Original A benefits at B level, etc (Since skills and attributes are so critical for a technomancer who wants to be an amazing hacker, I felt the priority system was too restrictive for this to work)
-I'm bringing in streams from 4th.
-I'm bringing in paragons (they'll basically be equivalent in power and cost to mentor spirits)
-Technomancers can form their own PAN and slave devices, but their device rating is treated as half their Resonance (round up) for these purposes.
Complex Forms
-Fading values of the following complex forms have changed:
Cleaner: L-2
Diffusion of [Matrix Attribute]: L
Editor: L-2
Infusion of [Matrix Attribute]: L-1
Pulse Storm: L-2
Puppeteer: L-1
Resonance Spike: L-3
Resonance Veil: L
Static Bomb: L-1
I tried to bring these in line with spells of similar impact and function.
New Complex Form:
Resonance Tunneling
Target: Host on which you have at least 1 mark / Duration: S / FV: L
You connect to your sprite with a thread of resonant code, allowing it to enter a host without having to use a remote task. You can continue to command the sprite from outside the host. Make a simple Software + Resonance [Level] test with a threshold equal to half the host's rating (round up). Success keeps you connected to your sprite as if it had not left your virtual presence.
Sprites
-I'll be converting the various sprites from Unwired
-Sprites mental attributes will now differ more based on type. I'll get those together some time later.
-Sprites get a number of programs appropriate to their type equal to their level/3 (round up).
-Sprites' skills are equal to their level. (I couldn't find this mentioned in the text. I feel it was probably just accidentally left out)
-To balance the crazy overwatch thing with sprites, the matrix has trouble recognizing sprites. They are always considered to be running silently from the perspective of non-resonance entities with no penalty to their actions. They cannot run silently with respect to resonance entities.
-Sprites with 3 marks on something can transfer one mark to the technomancer than compiled them as a complex action. This uses one task.
Submersion
-Submersion costs 10+(new grade*3) karma. I feel the book's value is a typo (and if it isn't, it's too crazy high for me to consider).
-The Program Echo is replaced by Emulation (detailed below).
-Any echo increasing a Matrix Attribute increases it by the [Submergence grade]/2 (round up). These cannot be taken multiple times
"New" Echoes (Most Shamelessly stolen from 4e)
Emulation
The technomancer may run up to her submergence grade in common or hacking programs. She can learn up to [Resonance] programs, [Resonance x2] if this echo is taken twice. Each program costs 1 karma to learn. These programs can be swapped out just like a Decker's. A technomancer cannot emulate agents or autosofts.
Blur
Since any uses of Resonance leave a Matrix signature via sprites and complex forms, technomancers can cover their tracks more efficiently with the Blur echo. This echo creates a diffuse resonant “fingerprint” that is hard to identify and recognize later. Increase the threshold for Matrix Perception Tests to detect the technomancer’s signature by her submersion grade.
Defragmentation
With this echo, the technomancer is able to heal Matrix damage done to his living persona. He can only heal damage that would affect the living persona, not damage to his meat body from Black IC programs or Fading. To perform Defragmentation of his living persona, the technomancer makes a Resonance + Willpower (1 Combat Turn) Extended Test. Each hit regenerates one box of damage. The technomancer may not perform any other action while undergoing Defragmentation. Any damage remaining after using Defragmentation must be healed through normal rest.
Info Sortilege
The Info Sortilege echo gives the technomancer an intuitive feel for the way information links together—he can almost “feel” the right route to pursue when gathering information. More importantly, this echo enables the technomancer to analyze data he has collected for clues that will give him insight into hidden facts, allowing him to make deductions and uncover hidden connections. Some technomancers believe that they can even read the future in the Matrix by observing how the data about a person, location, or event behaves and flows.
A technomancer with this echo must possess the Computer skill. To use Info Sortilege, the submerged technomancer must first gather a small hoard of data on the subject. He then enters a mild trance state that will reveal data vestiges, links, and traces that are normally lost in the noise of the code. The insights and information from following these datatrails should be beyond what mere search operations or basic research would uncover.
Mechanically, with a suitable amount of data at hand (at least two hits in a simple Matrix Search), the seeker declares her intent to use Info Sortilege and enters a mild trance (–2 dice pool modifier to all other actions). She must then make a Computer + Resonance Test (Data Search Specialization applies) to follow the thin datatrail in the Matrix like a sleepwalker. The more hits the technomancer scores on this test, the more hidden pieces fall into place to reveal the bigger picture, how information about the subject intertwines and relates to each other. Depending how information is hidden, the search might also lead the technomancer to devices or hosts that have to be hacked to acquire the information therein.
Sift
Technomancers who possess this echo can intuitively sift through massive amounts of data to find the appropriate information they are looking for. In game terms, the threshold for Matrix Search Tests is reduced by the technomancer’s submersion grade.
Skinlink
A technomancer with this echo gains the ability to use his skin as connection to other devices, similar to an integral skinlink. The technomancer can use this link to hack any device he touches, even if wireless signals are jammed. Note that the device does not need to have skinlink adaptation. Two technomancers with this echo may mentally communicate with each other simply by touching.
Final Thoughts
This stuff makes Technomancers good, but I don't want to eliminate the decker as a valid and potent option. Have I gone too far? What are good ways to either reign this in or to give deckers a slight boost so they don't get left behind? In my mind right now, deckers have a versatility edge, since they can more easily reconfigure their deck, while I've left the technomancer matrix stats fixed. Deckers still have a solid program advantage from the outset, though with enough time and submergence a technomancer can catch up.