Nachtland
Another mixed bag of Ideas and suggestions, some of which I proposed before, but fleshed out:
General:- TMs should get the +2 Hot-Sim Bonus on Resonance Abilitites (at least on Threading)
- TMs should automatically recieve the Bonus of a Skilljack with [Resonance] Rating. A nice and fluffy little bonus, and also a logical prerequisite for return of the Biowire-Echoe. (balancing-wise, I go by the german Core Rulebook where Skilljacks cost only Rating*2000)
- I donīt think TMs should necissarily get a Skinlink Effect from start, but they should have an option for direct connections before Submersion. Let them "channel" their Powers through a Trode Net / Datajack + Cable.
- The current Fading Values on many Complex Forms are quite off. This means they are not a good benchmark for new CFs, and this also means that they probably should be subjected to an Errata.
- Please bring back Streams and Paragons from 4th Editions "Unwired". They were a great tool to give a TM more depth.
Complex Forms:Some ideas for Complex forms. I leave the Fading Values out, since they should be balanced as a whole after the whole TM redesign. Also, please donīt be reluctant to use them if they fit - I donīt consider these an intellectual property of mine
Enabling Touch, Enabler, Mass Enabler: Resisted with Willpower (or DR) + Firewall, these Complex Forms switch on wireless functionality (as long as the necissary parts have not been removed) by force, either by Touch, on sight or in a [Level] Meters Radius around the TM. The device is then locked in Wireless Mode for as long as the CF is sustained, probably with some active Resistance action for the victims to break the grip of the CF (Talked about these before. I think they have a potential to be huge game-changer for TMs.)
Gremlins Touch: A last-resort Close Combat Trick for TMs against Drones and Augmented targets. Like with a Touch Spell, the TM first has to make Physical Contact with the Target. Then a kind of "Resonance Shock" can be applied, attacking Cyberware and Elektronics. Drones resist with Firewall+Pilot and take the Net Hits as negative Dice Pool Modifikator and Matrix Damage.
Augmented Targets are only affected if they have at least one electronically enhanced Cyberware implant (Bone Lacing and Dermal Plating will probably stay safe, but Cyberlimbs, Cybersenses and Wired Reflexes wonīt). They resist with Willpower+Essence(!) and take the negative Dice Pool Modifikator only on those Tests where such an implant is involved. They also take Stun Damage through Electric Shocks and Spasms, but this Damage is limited by the Essence loss through Cyberware (round up). The Dice Pool Modifikator holds up for [Level] Combat Turns after losing touch.
Tech Defense: Sustained CF. Resonance reaches out to defend the TM (or another target?) against wireless guided attacks, be it wireless (Smart-)Guns, Monowhips, Drones or even Grenades and missiles, letting them missfire or fizzle. Defense Tests against these attacks get the Net Hits of the CF as bonus dice (much like the Deflection Spell). Wireless AE attacks are disrupted, forcing them to to explode at least at a range of [Net Hits] Meters around the target.
Digital Invisibility: Sustained CF. Kind of an "Invisibility Spell" against wireless cameras, sensors and cybersenses - the infamous "laughing man hack". Resisted with Intuition + Firewall. Nice Synergy with the "Enabling" CFs!
Neural Diagnosis: Offers the Effects of an implanted Biomonitor and maybe also bonus dice for technically enhanced First Aid and Medicine Tests. More of a niche CF, but it makes sense if a TM can convert biological/neural input into usefull data.
Resonance Shield: I was quite puzzled why that one was not in the Core Rules. A simple, sustained matrix damage absorber, granting its net hits on Matrix Damage Soak tests and making the TM a lot less squishy in the Matrix.
Mask of the Idoru: A sustained social enhancement CF for matrix communication. Bonuses should probably differ for uses against AR, Hot-Sim and Cold-Sim.
Liberator: Another Entry in the "Stuff Deckes would love to do"-section: Resisted with Willpower + Firewall of the Master Device, the CF disrupts a single Master-Slave connection. Note that this doesnt necessarily mean that the device doesnt take any orders from its former master, but it loses the additional protection.
Enslave: And now the other way around, again resisted with Willpower + Firewall. This slaves a Device to the Linving Persona of the TM. Of course this is only possible against "free" devices without an active Master. Again, this doesnt mean the device will follow the TMs orders, but it is defended by the Living Persona against outside attacks
Beacon: Resisted with Intuition + Stealth. Marks a known Target in the Matrix as with a flashing Beacon, breaking silent mode and rendering all attempts to Hide from Matrix perception unsuccessfull.
Also thereīs the Resonance Spike for Matrix Damage, but nothing to inflict Biofeedback Damage. A bold Proposal:
Grey spike: Resistance with Willpower+Firewall. Inflicts Net Hits as Biofeedback Damage (Stun only). Using neural channels normal biofeedback attacks cannot access, this CF can even damage AR-users, given that they use a DNI or Trodes for their AR experience. In this case however, the CF inflicts only half the damage.
Black Spike: Resistance with Willpower+Firewall. Inflicts Net Hits as Biofeedback Damage. Using neural channels normal biofeedback attacks cannot access, this CF can even physically damage Cold-Sim users. In this case however, the CFs Damage is split between Stun and Physical Monitor, the Stun Monitor getting the bigger portion if the Damage Code is uneven.
The Stun Damage against AR targets / The Physical Damage against Cold-Sim Target is another thing a Decker canīt accomplish. These will hardly knock out an AR-User or kill a Cold-Sim user, but its probably enough to make people a little bit afraid of the TMs Powers. And according to the Fluff about TMs, there
should be some reasons to be afraid.
Sprites: Nothing much to say here, the existing Sprites are actually quite strong, making the "Petnomancer" the only currently recommandable way to play a TM. There could be, however, more Sprites for different streams of Technomancers, like there were in 4th ed.
(Personally, as a GM and a Player, I donīt like pet classes and Iīd like to think that many players think the same. As a player, you want to do stuff yourself, and from a GMs perspective, handling another 4-5 entities in a Combat and OS counts gives you headaches and the other players a serious case of the snores. So my proposal is to make TMs less dependent on a big, micromanaged library of registered Sprites and more about fast and intuitive actions.)
Echoes:Here, Iīd like to refer to the additional Echoes from 4th Editions "Unwired": A great pool of ideas to draw upon. Especially the return of Biowires and the Enhanced Biowires (a.k.a. Resonance Wired Reflexes) would be cool.