I was looking at the Submersion task in Data Trails pg162-164.
The submersion task can only be undertaken by a technomancer who has previously submerged. The submersion task takes 1 day on the character's missions calendar.
The 1st test is defined as Res+Wil+Grade(12, 1hr) Extended test to find the back door.
The 2nd test is described as an emotionally wrenching experience, which sounds like a Composure (3) test to pass the event horizon.
Then the tests for the submersion task would happen. Looking at initiation ordeals, I believe the following can be converted into submersion tasks:
Deed: A deed ordeal requires the character to perform some difficult task. In Neo-Tokyo, any shadowrun which nets the character 3 points of Street Cred (which can include the point from every 10 TKE) may count as a Deed, however the Submersion must take place prior to the next shadowrun. Finding the Backdoor and Passing the Event Horizon are still required as you must access the resonance realm and take credit for your deeds.
Sacrifice: Sometimes emerging yourself in the resonance realms takes its toll on your body. This time you are choosing to sacrifice an aspect of yourself in order to get a stronger connection to the resonance. When the character undergoes this task, they permanently give up 1 point from an attribute. The character’s natural maximum rating (p. 66, SR5) for that attribute is permanently reduced by 1. The character cannot sacrifice a point from a Rating 1 attribute. A rating augmented by cyberware, spells, or adept powers also cannot be sacrificed as part of this task. If this task is taken multiple times, the char-acter must reduce a different attribute before she can reduce a previously reduced attribute again.
Hermit: You seclude yourself into the deeper depths of the resonance realm. In order to survive, you must make a series of tests to augment the code to your will. First is Logic + Software (2) as you are sifting the data to find the best place to lay low. For the second and third test you must slip you being into position and contend with any resonance beings that currently exist there. The second test has a threshold of 3 and the third has a threshold of 4, but you may chose which order to test your stats. Charisma + Software and Intuition + Software. (For example Cha + Software (3) followed by Int + Software (4) or Int + Software (3) followed by Cha + Software (4)) The final test is resisting the natural order trying to get rid of you, Willpower + Software (5).
These tests may be made at the beginning of the next game session with the gamemaster supervising them. Edge may be spent on each roll, but that edge is then spent for the entire game session. Failing any of these tests aborts the task, costs you no karma, and you may try again after your next Mission.
9 Paths to Understanding: At the beginning of the next game session, before the game starts, ask the gamemaster to perform the opposed roll for this test, and she should choose the higher of the two attributes involved. You may spend a point of Edge on this roll, but that point is spent for the entire game session. To successfully complete the challenge, the technomancer chooses one of the nine paths and must succeed in an Opposed Test. Each path of understanding has two attributes; the gamemaster chooses one, and the character takes the other. The player rolls the technomancer’s chosen attribute + current submersion grade, and the gamemaster rolls the technomancer’s other attribute + desired submersion grade. If the character succeeds, that path may not be taken again for a future submersion task.
Str/Bod - Resilience
Wil/Log - Flow
Agi/Int - Balance
Wil/Int - Spirit
Bod/ Cha - Harmony
Rea/Int - Instinct
Log/Int - Mastery of Time and Space
Wil/Str - Control
Cha/Res - Epiphany
Edited to add the FAQ bit relating to testing hermit at the table