Additional Rules

Technomancers

New Echoes

As with all things in the SR4.3H rules, there are expansions to all things.  Amongst those are the expansions to the Technomancer rules.  For a surprising (at least to this contributor) amount of time, this material never found it's way onto the HHH website.  I'm seeking to correct this now.

At the same time, a listing of all Echoes and Related (Emergent) Powers are being compiled to this location with a reference to source material when possible.

Technomancer

Sprites

Emergent Critters

Widgets

Free Sprites

Acceleration (3) (Biowire) Assault Anthropomorphism Amp Blend
Advanced Overclocking Casting AR-Parallelism Benchmarking Credit
Amplification (3) Cookie Blend Cheat Denial
Biowire Diagnostics Cozenage Debugger Doorstop
Blur Electron Storm Diagnostics Decoy Resonance Bond
Centering Gremlins E-Hive Displacer Resonance Rift
Coenesthesia Hardening Gremlins Neuroleptic  
Defragmentation Hash Hardening Rendering  
Diagnostics Info Sortilage Holographic Concealment Random Access Memory  
EMP (Living ECM, Sparky) Probability Distribution Resonance Bond    
E-Sensing Proficiency Resonant Conditioning    
Firewall Upgrade Stability Spraying    
Flexible Touch Steganography Suppression    
Ghosting Suppression Technovantage (Echo)    
Hosting (Multiprocessing, Shell) Traceroute Traceroute    
Immersion (2) Transfer Tunnel    
Info Sortilage Watermark Venomous Code    
Jolt (Sparky, Skinlink)   Virtual Mimicry    
Living ECM        
Living Node (Skinlink, Biowire, Psychotropia)        
Macro        
Mechanipathics (Mind over Machine)        
Mesh Reality        
Moding        
Multiprocessing        
Neurofilter        
Overclock        
Psychotropia        
Resonance Exchange - Complex Forms        
Resonance Exchange - Widgets        
Resonance Link        
Resonance Link - Enhanced        
Resonance Trodes (Skinlink)        
Shell        
Sift        
Skinlink        
Sparky        
Sprite Link <per Sprite>        
Stability        
Steganography        
Suppression        
Swap (2)        
System Upgrade (3)        
Traceroute        
Transcoding        
Watermark        
Widget Crafting        
         

Details

EMP

Details - This ability generates a surge of electrical energy that can cause harm to electrical services and related hardware, up to and including cyberware.  In addition to the potential system damage as the Sparky echo normal induces, all electrical hardware that is powered up at the time of the EMP must resist damage equal to the Signal Rating of the Technomancer who is performing the EMP.  Furthermore, those beings with E-Sensing related abilities (Technomancers, some Adepts, some critters, etc) must resist (Signal)S damage if they are caught within the area of the EMP action.  Cyberware (especially neuralware) and Nanoware systems must resist the damage as well using the Body of the individual they are implanted within + their system ratings against the same damage.

The EMP released is done so in two manners.  The first is a cone of EMP energy emanating away from the Technomancer in a directed path.  When done in this manner, the fading value is measured as Stun.  The second is as a wave emanating in a 360 degree path away from the Technomancer in all directions (horizontal and vertical).  In this manner the fading value is measure as physical wounds to the Technomancer.

Hosting

Details - This Echo allows for a Technomancer to convert his/her Living Persona into a Living Host.  Such an operation is not one to be trifled with and does require some time to perform.  When finished, the user then functions in a Host Mode of operations.  Known Host Mode changes to Matrix Operations include, but may not be limited to :

Moding

Details - This echo allows for a Technomancer to enter into a "Specific Mode of Operation".  Moding allows for the user to transfer rating points between their System, Response and Firewall Rating.  The maximum number of points that can be allocated cannot exceed one-half (round down) their Resonance Attribute rating and no rating can be dropped below one-half (round up) their original attribute rating.  In order to perform a Moding Operation, the Technomancer makes a Resonance (Resonance + Coding) test against their own System + Firewall.  The number of net hits a Technomancer gets equals the number of turns the Moding operation can be sustained.

It is possible to Script/Register a moding operation but it requires the assistance of a Registered Sprite (any) in the service of the Technomancer.  In order to do this, the Technomancer makes a Compiling + Resonance operations against their own System + FIrewall.  Every hit obtained in this test equates to one (1) hour that the moding operation may be enacted.  This operation also incurs additional Fading, but the value is equal to twice the number of hits generated.

Stepping out of a Moding operation ("Reversion") may be done at any time, but requires a Resonance + Willpower test, with an Interval of (Moding Hits) 1 Combat Pass.  During the process of Reversion, all matrix actions by the user (VR and AR) are made with a -4 die modifier.

Psychotropia

Details - This Echo allows for a Technomancer to directly engage another Living Persona or Living Being with whom they have a Hot Connection with.  This can include Resonance Trodes and Hot AR/VR operations.  This Echo also allows for a Technomancer to develop Psychotropic Forms that can often mimic the effects of various Mental Manipulation and Detection Spells with obvious modifiers to range considerations.

Additionally, this talent allows for a Technomancer to attempt to repair/heal the damage done to another Living Persona or Matrix User by Psychotropic IC.  While the talent cannot heal any physical damage done to a matrix user, it can repair any mental damage done.  Fading for repairing such psychological damage (often manifesting as Negative Mental Qualities such as Phobias) is equal to twice the rating of the damge (when known) or Five (5) points per point of Quality.

Shell

Details - This echo generates a consistent framework of structure within the persona of the Technomancer.  In game mechanics terms, this permits the Technomancer to have a "ghost condition monitor".  If an attack made upon the persona is lower in rating than that of the System Rating of the Technomancer, then the damage is tracked on the Shell's condition monitor first.  Psychotropic Attacks and any attack made by another resonant/emergent being automatically bypass the function of the Shell.  Should a Shell reach it's condition monitor rating, which is equal to the Grade of Emersion of the Technomancer, then the Shell crashes and all damage afterwards is tracked normally.

A Shell may be repaired in a number of manners.  First of all, a Technomancer may reboot their persona.  Second, an application of Mending Form (Repair Program for Technomancers) may be applied with all normal restrictions.  Third, a Defragmentation operation may be performed upon the Shell.  This application of a Defragmentation does NOT bring the Living Persona down or render it incapable of functioning, however it is somewhat taxing and for the duration of a Defragmentation upon the Shell all Matrix Actions (AR and VR) are modified by a -2 die modifier).

System Upgrade (SysAug)

Details - This Echo allows for the Technomancer to increase his/her System Rating by one point.  It may be taken three times (3).  It may not be taken more times than the Technomancer's Resonance rating.

Transcoding

Details - This echo allows for a Technomancer to thread one of his/her forms into a normal program of the same type and parameter but into a non-resonant format.  The Technomancer may not Transcode a Form that they are threading in any way, nor may a Form be Transcoded that has any of threading modifications applied to it at the time.