Difference between revisions of "Rulings/Matrix"
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*You may use the Natural Hacker quality for the control device action for remote operation. However, you must select a single skill this will apply to (such as Gunnery or Pilot: Groundcraft). You will still need the relevant skill in question and you do not benefit from any Intuition-linked or Logic-linked skill bonuses. | *You may use the Natural Hacker quality for the control device action for remote operation. However, you must select a single skill this will apply to (such as Gunnery or Pilot: Groundcraft). You will still need the relevant skill in question and you do not benefit from any Intuition-linked or Logic-linked skill bonuses. | ||
*You may use the Go Big or Go Home quality on the erase marks action. | *You may use the Go Big or Go Home quality on the erase marks action. | ||
*Probe encryption is a custom Matrix action as follows: | *Probe encryption is a custom Matrix action as follows: <!-- Mech ticket 0122 --> | ||
**Action: Special (one minutes, this can be reduced to 30s with Analytical Mind) | **Action: Special (one minutes, this can be reduced to 30s with Analytical Mind) | ||
**Requires: 3 marks | **Requires: 3 marks |
Latest revision as of 14:52, 12 November 2024
Banned Matrix Content
Banned Matrix Actions
- Haywire (KC 38)
- Intervene (KC 39)
- Masquerade (KC 39)
Banned Emerged Content
Banned Complex Forms
- Host Emulator (KC 94) (including by GMs)
- Pinch (KC 95) (including by GMs)
- Resonance Cache (KC 95) (including by GMs)
- Search History (KC 95) (including by GMs)
Dissonant Ban
- Dissonant streams, powers, echos, forms etc. are for NPCs only
Banned Echos
- Draining Spike (KC 101) (including by GMs)
- Mind over Machine (CRB 258)
Banned Mechanics
- All content relating to submersion groups, tribes and flash tribes
Banned Items
- The MOS (KC 58) is not permitted until it is evaluated in light of our custom deck rules.
- Fuchi Cyber-N Series (KC 60)
- Fuchi Cyber-EX Series (KC 60)
- Surplus and Refurbished Pi-Tacs (KC 73)
- Micro-Dish Transmitter (KC 74)
- Co-Pilot programs (KC 71)
Banned Qualities
Positive Qualities
- Groveler (KC 96) (including by GMs)
- Team Player (KC 97)
- This quality was written under the assumption that Matrix actions cannot be teamworked. Notably, teamwork CAN be done with Matrix actions. Matrix actions may be teamworked given the following:
- Everyone involved is inside the same host or on the same grid.
- Everyone has the required number of marks.
- Overwatch Score is applied to all participants based on the opposing hits.
- Only the leader gets the benefit.
- This quality was written under the assumption that Matrix actions cannot be teamworked. Notably, teamwork CAN be done with Matrix actions. Matrix actions may be teamworked given the following:
Negative Qualities
- Code of Honor: Black Hat (KC 99)
- Echo Chamber (KC 78)
- Information Auctioneer (KC 78)
- Lazy Fingers (KC 79)
- Resonant Burnout (KC 99)
- Well, Actually... (KC 79)
Altered Matrix Content and Rulings
Dual-Natured Entities
- Dual-natured entities have no special difficulties interacting with the Matrix.
- Spirits are not capable of entering AR or VR.
- While in VR, one cannot activate astral perception or astrally project, just like no other magic-dependent ability like spells can be used. If one is permanently dual-natured for whatever reason, while in VR they do not have access to their astral sight, though they are still active on the plane.
Accessories
- Commlinks can receive program carriers and other cyberdeck modules, but only through the device mod rules.
- The satellite link is applied by effectively merging the range brackets above 100 km into the 10-100 km bracket.
- Data taps may send and receive data wirelessly. Consider a data tap to have a device rating of 1 for the purposes of noise. A data tap slaved to your PAN benefits from your noise reduction.
- Commlink dongles do not permit commlinks to benefit from programs that alter Matrix Attributes like Stealth or Decryption. An innate Matrix Attribute, like EvoTech Himitsu's Sleaze rating can benefit from programs gained through a Program Carrier. Infusion complex forms can work on Matrix Attributes granted by dongles.
Programs and Apps
- The noise generated by Smoke and Mirrors can be canceled out by noise reduction. The noise generated by Smoke and Mirrors explicitly does not apply to any actions taken against you except for the trace icon action. At no point does noise reduction or Smoke and Mirrors indicate that noise reduction also reduces Sleaze rating.
- One cannot benefit from multiple instances of the same program on a device.
- Market Scan has no effect on ShadowHaven at this time.
- The Sneak program protects the technomancer from the location effect of GOD converging on their sprites.
- Virtual Machine can only be run on cyberdecks and RCCs. It cannot be put onto a commlink or other device by any means.
- RCCs may run a number of cyberprograms equal to the rating. In addition, they have slots times rating which must be split between sharing and noise reduction. Sharing slots may only run autosofts. Cyberprogram slots may only run cyberprograms.
- The Door Gunner tac-app is permitted for use with the following adjustments.
- While linked to a pi-tac system running the door gunner tac app you may operate weapons linked to a vehicle that is currently piloted by another member of the pi-tac system provided the following is true. The weapon has a smart-gun system, you have a smart-link system, you are in VR, and the weapon is connected to you wirelessly or via direct connection. While firing the weapon you may use your choice of AGI or LOG + the weapon skill appropriate the fire the weapon (Gunnery if mounted). If the weapon you are using is attacked specifically you will take biofeedback damage as if jumped into the vehicle. If second character is also jumped into the vehicle to pilot it, they take the same amount of biofeedback damage. The weapon can not be actively used by another member of the pi-tac network for the remainder of the turn.
- Cry Wolf costs the same as a normal hacking program and have the same availability, except that it is forbidden.
- When someone running Cry Wolf would normally be struck by convergence, they instead are alerted and convergence will strike again in 1D6 combat turns. This second convergence may not be averted with Cry Wolf. After convergence is delayed, the Cry Wolf program is deleted irrevocably.
- Technomancers may take Cry Wolf as a Resonance Program echo. In their case, Cry Wolf is not deleted, but they are unable to benefit from its effects for 24 hours after it triggers.
- Mobile CNC tac-app will have its effect replaced with a 6 bonus dice, allocated as desired amongst people connected to the PI-Tac's network for Navigation tests and Combat Maneuvers. It also provides 2 noise reduction.
- Shield Wall tac-app has its effect replaced with +3 Firewall to any linked device for the purposes of defending against any Attack action or any Matrix or Resonance action that could cause Matrix damage.
Agents
- Agents must be paid for in full in addition to the cost of the program carrier module if they are to be on a program carrier. This is in direct and intentional contravention of the module's text indicating the program is free and included with the module. Additionally, the availability for the program carrier is the higher of the base availability for the program carrier or the program on the carrier, including any Restricted or Forbidden codes as part of the program. An agent may only run on a device that is capable of running a persona. Commlinks, RCCs and cyberdecks are the only devices natively capable of running personas. Other devices may be modded to have the capacity to run a persona, but it is unlikely that they are also able to run a Program Carrier at that point, as you are limited to one oddmod on a given device. Device Rating is not typically used for opposition rolls to Matrix perception when running silent. The test is Logic + Sleaze. If there is an agent running on a device, the agent would roll the Logic + Sleaze defense using their own Logic and the device's Sleaze, if applicable.
- This is in direct contrast to what Kill Code, page 26 says about Agents.
- The agent coming with the Nixdorf cannot be upgraded to increase its rating. However, you may upgrade their cosmetic and personality software at any time to suit your thematic needs at no cost.
- Agents are able to perform any Matrix action which uses Computer, Hacking or Cybercombat - as long as it does not require any knowledge of the real world. Any action taken by the agent adds to its own overwatch score. Any damage sustained by the agent or convergence occurs on the device the agent is running on. Agents act on their own initiative and need to be given instructions.
Hosts
- The Bloodhound IC is a combination of Probe and Track IC. When it attempts to mark you treat it as if it were a Probe IC, so the roll is against Intuition + Firewall. After it has 2 marks, it attempts to Trace, so the roll is against Willpower + Sleaze.
- A persona running no programs hit by Crash IC does not have any programs to crash and thus does not suffer the drawbacks of such. A technomancer with the Resonance Program echo who has a program they are running through this echo crashed by any source may reactivate that program in the same manner as any other persona - that is to say, generally after rebooting their persona.
Odd-Modding
- It is not possible to decrease an attribute to zero using the device modification rules.
Qualities
Note on Kill Code Qualities
Except where noted, all qualities listed from KC 96-100 are permitted for any Matrix PC, not just technomancers. This also applies to the positive and negative qualities on KC 76-79.
- Based on prevailing custom, the time savings portion of the Analytical Mind quality applies to the Matrix Search action.
- Code of Honor: Like a Boss does not impede Foundation runs.
- Codeslinger (Control Device) only applies its bonus dice when rolling Electronic Warfare + Intuition [Sleaze] against Intuition + Firewall.
- Otaku to Technomancer - your character need not have been an otaku in their backstory: (ie. they do not need either have a datajack, an essence hole of at least 0.1, or thematically appropriate reason they underwent Revitalization therapy (at the discretion of the Chargen reviewer)). If your character does not fit this narrative, having this quality means your character was taught by a former otaku at some point, transferring old knowledge of the Deep Resonance from otaku to technomancer. It may be acquired after chargen in this manner. This does not require a run or otaku contact; simply pay the karma cost (10 at chargen, 20 postgen).
- Sprites do not benefit or interact with a character's Paragon quality. The benefit of 01 allows technomancers to perform matrix actions as if they had one more mark than they have as long as they have at least one mark on the icon, but this does not increase damage dealt due to marks. For the sake of reckless hacking, the technomancer is considered to have the extra mark for the sake of penalty calculation. A technomancer with 3 marks cannot be considered to have 4 by this benefit.
- For Gearhead, after pushing the vehicle, you may not push it again until you've had some time to get the vehicle back to a garage and work on the engine. This is tracked on a vehicle-by-vehicle basis.
- AVRSE applies a -4 penalty to all actions taken while in VR, regardless of location. VR is how you get your brain fried, chummer.
- Better on the Net is only permitted for technomancers and only affect their living persona.
- Brittle negative quality (KC 99) is permitted for technomancers and only affects their living persona.
- Big Baby functions as written, except that the penalty is -1 to all actions and will always fade when you next would regain edge.
- The Data Hog negative quality is permitted only for technomancers. Deckers are encouraged to examine "Wanted By GOD" instead, from DT.
- Discombobulated instead applies a -2 penalty to all actions when acting outside of VR.
- Frostbite is only permitted in abilities for which the character has at least 4 ranks. It also may not be applied to any skill in the Tasking group.
- Hi-Rez does not permit a character possessing the quality to make a Matrix Perception test to detect hidden icons as a free action.
- Hold the Door provides a stacking, cumulative +2 bonus to the Data Spike action when targeting Persona or IC. The bonus is gained upon filling a persona or IC's Matrix condition with a Data Spike or Brute Force. This bonus is retained until the character takes a simple or complex action other than Data Spike or until a Data Spike action is taken that does not fill the condition monitor of a Persona or IC.
- Instinctive Hack is permitted for use on the ShadowHaven, however, the user may not gain any benefits from teamwork from either sprites or agents for this action. The user also does not get any free actions to shift deck attributes or swap programs before this action. It is made as a sudden reflexive action.
- Know Your Limit is permitted only for technomancers.
- Natural Hacker is permitted only for technomancers.
- One With The Matrix only exists at the 8 karma level. The 2 and 10 karma versions are not permitted for use on ShadowHaven in any capacity.
- Resonant Discordance, despite being mastery quality, does not require a Magic score. It may be taken by any technomancer who has submerged at least once, by paying the appropriate karma cost.
- Silence Is Golden functionally provides 2 noise reduction to all devices and personas within a 10 meter radius of the character with the quality.
- Sprite Combustion is permitted only for technomancers with at least 6 combined ranks in Compiling and Registering.
Gear
Booster Clouds
- Rather than a spray can, they come in an inhaler. They affect only one person for 3 combat turns. They are not affected by wind and must be triggered physically by the person benefiting from them.
- They do not stack with themselves (only the greatest bonus to a single action applies).
- Disregard the "Custom Case" entry.
Booster Chips
- "Armor Defeating" will apply to Attack, "Slick WIlly" to Sleaze, "Data Dynamo" to Data Processing, and "Fortified" to Firewall. They have no impact on one's mental attributes.
- The damage is resisted with Body alone and is treated as Fading for the purposes of healing.
Destiny Blade
- Note that +1 limit for tests using Cybercombat is not the same as +1 to Attack when using Cybercombat and should not be treated as such.
EVO Sublime
- Disregard the requirement that it be implanted.
Horizon Flow commlink
- Provides +2 limit and +1 die on any Matrix Search tests performed using the commlink.
Kitbashed Sleeper
- As usual for a technomancer using a device, they do not benefit from their living persona's attributes, though they can still use Resonance actions per its rules.
- The number of irreparable Matrix boxes must be tracked on your character's wiki page after each run. The deck is still irreparably broken and unusable after its natural condition monitor is filled by irreparable fading damage, so this is not a deck that is recommended without an acknowledgement of its ultimately consumable nature.
Saeder-Krupp Last Chance Link
- Disregard irritation if worn by a PC.
Security Decks
- The Encryption program is not factored into the attribute array.
Shadow Warrior
- The bonus to the limit on Sleaze tests does not alter the actual Sleaze attribute.
Tactical Program Dongle
- Provides an additional slot for a tac-app, and makes changing tac-apps a free action. It costs 200 nuyen. A PI-Tac may only have one dongle attached.
Mercury-Alpha Battlefield Signal Booster
- This device requires a PI-Tac network in order to function.
- Can only be used in one mode at a time; switching modes is a Simple Action.
- In passive mode, provides 4 Noise Reduction against all noise and doubles effective range (AR Matrix overlays and automatic Matrix perception occurs at 200m instead of 100m)
- In active mode, provides +2 dice pool bonus on EWAR tests.
- Linked Pi-TAC units can distribute the +2 bonus to assist other operators without a teamwork Test, this requires a Simple Action.
- The bonus is a teamwork bonus for all intents and purposes but does not require the user to possess the teamwork able skill.
- Magic and Resonance actions can't be teamworked this way, obviously.
Wuxing Frequency Commlink
- Note that the rules for identifying technomancers are general rules, usable by anyone, and that the bonuses of the commlink only apply if the sole questions asked related to whether personas are actually technomancers.
Matrix Actions
- Invited marks do not travel up the stream like marks gained via hack on the fly/brute force do.
- Matrix search is not an extended test. Within a host, it may be run as an extended test with short duration, such as to find a file, but to glean information off the Matrix in general, it follows its normal rules.
- There are no "decryption keys". In order to use the edit file action on a file, you must first bypass any protection it has. If you are the owner of a file, it does not have to roll any defense dice against your crack file action, however, you still need to have an Attack attribute. GMs, please note the impact this has on the Matrix ecosystem.
- You cannot send a file with a data bomb.
- Confuse pilot is a Data Processing action.
- Drones qualify as allies for the purposes of tag, I am the firewall and calibrate.
- You may use the Natural Hacker quality for the control device action for remote operation. However, you must select a single skill this will apply to (such as Gunnery or Pilot: Groundcraft). You will still need the relevant skill in question and you do not benefit from any Intuition-linked or Logic-linked skill bonuses.
- You may use the Go Big or Go Home quality on the erase marks action.
- Probe encryption is a custom Matrix action as follows:
- Action: Special (one minutes, this can be reduced to 30s with Analytical Mind)
- Requires: 3 marks
- You may spend one minute attempting to quietly break a file's encryption, at the end rolling Hacking + Logic [Sleaze] vs Protection rating x2 to see if you succeed. If you do the encryption is removed without alerting the file's owner.
- Reckless hacking functions as written, except that glitches and critical glitches function at the discretion of the GM (as usual), and any action which is performed while recklessly hacking builds Overwatch Score and is considered illegal, even if it normally would not. Reckless hacking may only performed for opposed actions. A reckless Data Processing or Firewall action, whether successful or not, alerts the owner of the device, though it does not grant a mark, cause any damage or give away your location. It may never substitute for ownership or for a number of marks greater than 3.
- Calibration functions as written, except that it will be a complex action. For clarity's sake, "One per persona" means that you require a mark on the persona of each person you are attempting to perform the action on, you may perform it on a number of personas up to your data processing score, and their initiative (meat or Matrix) will increase by 1 point for every 2 full hits you receive on your test. The bonus initiative goes away at the end of the combat turn. Calibration and Leadership function similarly. A character can only benefit from a single source providing calibration or Leadership tests in a given combat turn, and a character providing calibration or Leadership tests may not benefit from any Calibration or Leadership tests.
- Denial of Service functions as follows: with a simple action, make a Cybercombat + Logic [Attack] vs. Willpower + Firewall opposed test, targetting a device you have at least one mark on. The net hits on this test are applied as a dice pool malus to any actions performed using that device until the start of the next combat turn. If performed multiple times on the same device, only the greatest penalty applies. This action is not subject to the normal rules about making multiple attacks. If you wish, you can spend two simple actions in the same action phase to perform it twice with your full dice pool, or spend a simple action to perform denial of service and another simple action to perform a different attack.
- I am the firewall functions as follows: as a complex action on your turn, perform a Computer + Intuition [Data Processing] test. The hits on this test are bonus dice on defense tests performed by all teammates from whom you are receiving an AR feed. The bonus dice last until the end of the next initiative pass, and apply to any physical defense tests. You may receive an AR feed from a number of teammates not exceeding your Data Processing attribute. You must share a feed with your decker. Under assumed competence, we will assume you are almost always sharing unless you state otherwise, as long as you have a device capable of giving an image feed. If you are not sharing a feed, to do so, use the send message action to send a decker your feed, which they can accept with no action. This requires some form of primary sensory input on their person, typically a camera (or cybereyes). You must have a primary sense link to receive the benefits. This can be accomplished with either image link, sound link or a sim module connected with a DNI. You may also perform this action as an interrupt action, costing 5 initiative and affecting only one teammate from whom you are receiving a feed for the same duration. Since this requires a conception of how the real world works, this action may not be undertaken by agents or sprites.
- Popup functions as written, except that the penalty applies until the end of the combat turn and may target any persona with some form of sensory enhancement, including smartlink or DNI, which is not in VR. One must still be able to see the persona, which typically (but not always) requires wireless to be on.
- Squelch functions as written. It prevents all use of the send message Matrix action. It does not prohibit any other Matrix action.
- Subvert Infrastructure functions as written. The target of the Matrix action is the host you have the mark on and to which the devices being controlled are slaved. Simple devices are to be most non-drone, non-vehicle devices with a DR of 1, with GM discretion making the final call on any given device. A device controlled by subvert infrastructure will make a single action (free, simple or complex) that it is capable of and that is not an attack per combat turn, as ordered by the person performing the action.
- Watchdog functions as written. The mark placed by this does flow up to the master of the device, however, the special option and effects of the Watchdog action against the target marked do not.
- Reboot Device
- May be used on your own devices without a test.
- May target devices that are personas.
- Format Device may target devices that are personas.
- Jam Signals
- May target devices that are personas.
- May be used by Technomancers (the point of origin is their brain).
- May target devices that are personas.
- Suppress Noise
- The Rigger 5 description augments rather than replaces Core 268; treat this action as per Core, but add the RCC's Noise Reduction to the dicepool (if any). This is general noise reduction, not explicitly between rigger and vehicles.
Altered Emerged Content and Rulings
Priority
- There is a priority table change (CRB 65) for technomancers. Change the number of Complex Forms in each row as follows:
- Priority A: Increase from 5 complex forms to 7 complex forms.
- Priority B: Increase from 2 complex forms to 4 complex forms.
- Priority C: Increase from 1 complex forms to 3 complex forms.
- In the Magic or Resonance column in the priority table (CRB 65) for technomancers, change the number and type of skills in each row as follows:
- Priority A: Change from "two rating 5 Resonance skills" to "three rating 5 skills from Resonance, Electronics or Cracking skill groups".
- Priority B: Change from "two rating 4 Resonance skills" to "three rating 4 skills from Resonance, Electronics or Cracking skill groups".
- Priority C: Change from "none" to "three rating 2 skills from Resonance, Electronics or Cracking skill groups".
- The cost for submersions is 10+(submersion grade x 3) karma.
Dissonance
- Dissonance diseases can be cured. The exact mechanism of this cure should be left to a sutably high tech solution such as nanobot, cutting edge med tech, ECT. The mechanism for this cure is a plot device and should be conducted as some form of run.
Complex Forms
- Technomancers at chargen have a limit of 2x Resonance known complex forms.
- Technomancers after chargen have no limit on number of known complex forms.
- The fading for complex forms is adjusted with the official errata for CRB and with a flat -3 from printed values for DT. Thus, as examples, the correct fading for Puppeteer is L+1 and the correct fading for Derezz is L-1. Chummer has incorporated this errata. Fading values in any other book are unchanged. Remember that, per RAW, fading can never be lower than 2.
- Any changes to the attribute altered by an Infusion complex form causes the complex form to drop immediately.
- The Pulse Storm complex form should be treated as sustained.
- The Editor complex form may used instead of the Crack File action to examine the contents of a secured file if they possess the Curiosity Killed the Cat negative quality.
- Editor can bypass both data bombs and encryption, but since it's a Permanent duration Complex Form, it has to be sustained for (Level) Combat Turns before the effects take place.
- Technomancers lack a Matrix condition monitor and therefore are not valid targets for the Redundancy complex form.
- The FAQ complex form gives you the sort of information the spell Analyze Device (CRB 285) would provide. More detail will give more technical, more precise answers. Make a Software + Resonance [Level] test; you must get at least one hit or the test fails. Then, you are given information which you can interpret with a Computer + Intuition + (Level/2, round up) [Level] test.
- Overdrive is permitted, however, the final rating of any piece of cyberware is limited at one rating above the maximum normal, naturally installable rating, or at twice the current rating, whichever is lower. Thus, a set of Rating 2 or Rating 3 Wired Reflexes would be capped at Rating 4, while a set of Rating 1 Wired Reflexes would be capped at Rating 2.
- LOTO is permitted with the following modifications: LOTO can only target wireless on devices.
- Hyperthreading is permitted, however, one cannot thread the same complex form multiple times in the same hyperthread. All tests are resolved using the pre-hyper thread statistics. Most notably, this means that Diffusion of Matrix Attribute in a Hyperthread does not impact defenses against any complex form in that same Hyperthread.
- Bootleg Program is permitted. The defending party may elect to not roll their defense, making the test unopposed.
- Technomancers may Bootleg Program to use Hitchhiker to bring others into a Foundation. The technomancer will take a -2 sustaining penalty to their actions (-1 with Psyche) for the duration of the Foundation dive while doing so.
- Mirrored Persona is permitted, but rather than the written text, it has Target: Self, Duration: Sustained, Fade Value: Level -2 and automatically negates the next failed defense test against a Matrix action other than Matrix Perception targeting the sustaining technomancer.
Echos
- Skinlink allows a direct connection between yourself and any of your cyberware as well as anything else you touch. This qualifies for connecting a smartlink to a smart gun you are holding.
- If you establish a clinch or grapple or can directly touch a device or a piece of cyberware, you may attempt a direct connection hack with the Skinlink echo. Touching specific pieces of cyberware such as limbs or eyes requires making an unarmed (touch) attack with the location-specific called shot mechanics. The Matrix action you take is only rolled on a success in the same manner as a touch spell. The cyberware must be touched directly for this to work; internal cyberware may not be targeted this way. Single devices such as drones or vehicles require you first to establish a clinch with one action, after which you may take a Matrix action assuming the clinch is still in place.
- The MMRI echo may benefit from control rig optimization, but not from control rig boosters.
- Aegis echo is permitted. The boxes are healed 24 hours after the most recent "Aegis" box was filled, and may not be healed by any other means.
- Neural Synergy echo is permitted as-is, except that it's subject to the augmented maximum rules.
- Predictive Analytics echo permitted, but does not stack with any other source of initiative dice.
- Van Der Waals Effect echo is permitted. Rather than as written, treat it as a Magnetic System (CF 84) implanted separately in each of the character's limbs, as well as both front and back of their torso. The Mechanics Team would also like to remind people at this time that this is not what the Van Der Waals Effect is, does or resembles.
- Will of the Resonance echo is permitted as-is, except that it's subject to the augmented maximum rules.
Sprites
- Machine sprites do not inhabit electronics, mechanically speaking. The cannot use devices to perform matrix actions as they cannot run their persona through a device. They are their own persona.
- Technomancers can use their edge for their sprites. If desired, they may even burn edge for their sprites.
- Sprites have Matrix mental attributes equal to their level.
- Gremlins may be targeted at a device, even if that device has someone jumped in.
- Diagnostics will not function on devices which have an entity jumped in.
- A deck with a persona run through it is still a valid target for Diagnostics.
- Diagnostics may assist drone and vehicle dogbrains.
- Diagnostics on an RCC will not add dice to the tests performed by drones sharing autosofts from that RCC.
- Diagnostics can be used with skillwires per the RAW conditions. They must be wireless-on for the sprite to connect with them, and the bonus dice of the teamwork test cannot exceed the skillwires' rating. Diagnostics cannot be used to aid Software tests used for Resonance actions in this manner, though it can be used to aid mundane uses of Software.
- A sprite can use Diagnostics on cyberware. In order for this to work, the cyberware must be wireless on, and the sprite is visible in both AR and VR on the device (unless it's running silent, in which case it takes a -2 on the teamwork test and can be spotted normally) and can be subject to the Matrix or Resonance actions of other personas. In order for a piece of cyberware with a sprite using Diagnostics on it to benefit a roll, the cyberware must be actively related to the roll. Cyberlimbs can have Diagnostics performed on them to benefit both repair and whatever they were optimized for, but not for other actions. In general, cyberware may have Diagnostics apply to any repair rolls, but when using the item apply the bonus narrowly. The GM in question has final say on whether or not a particular piece of cyberware can benefit from diagnostics for a particular action. As a teamwork test, a character is limited in the number of bonus dice they can take from Diagnostics to their ranks in the skill for skills (or the level of the sprite if that is lower). For attribute-only tests the only limiter is the level of the sprite. Additionally, a character may only benefit from one Diagnostics on any given roll. A service may be spent to apply Diagnostics to a different skill.
- The Bodyguard sprite power is permitted, but requires the sprite using it to be actively on the Matrix in the same "location" as you – the same grid or host. When used, it will stop a single Attack action targetting the compiling technomancer's persona. The sprite must have 10 initiative on the clock, must have at least 1 task left and is irreparably destroyed with no chance of resistance. Activating this is not an action on the part of the technomancer and does not require awareness of the incoming attack IC.
- The Shield sprite power is permitted, but the redirected damage is unresisted, and cannot be healed by any means. Additionally, the sprite must be of at least the same level as the effect causing the fading, if relevant.
- Enhance optional sprite power may be taken and used by any sprite who qualifies, not just companion sprites. It still uses tasks.
- Sprites now cause Overcompiling, similar to Oversummoning with the exception of beginning at L11 and above instead.
Paragons
- A paragon's favor may be lost in the course of a run. Typically, this happens due to the written cause in each paragon, though a GM has discretion for other, related things to cause loss of favor. If this occurs, it is lost until the end of the run, unless the GM wishes to offer and opportunity to regain it at their sole discretion. Favor is automatically regained at the start of the next run. While favor is lost, the technomancer loses the advantages offered by their paragon, but still suffers the disadvantages.
- A technomancer may choose and change paragons freely during downtime, including "no paragon", but may not change them during a run. The sole exception is that if they follow no paragon, and have not for the entire run, they may gain one mid-run given 5 minutes alone in VR.
- The Archivist paragon's advantage gives a +1 dice pool bonus and +1 limit bonus on Matrix search actions, rather than the listed bonuses.
- Daedalus paragon's advantage gives +1 die on Hardware tests and +1 limit to Pilot [x-craft] skill tests – specifically, tests which roll an attribute and a Pilot skill together. It does not increase the limit for purposes other than the number of hits one can keep on these tests.
- The advantage granted by the IC paragon does not apply in any fashion against or in relation to IC.
Resonance Streams
- The council may approve swapping Resonance Streams. The cost will be determined case by case.
Cyberadept Daemon
- A submerged cyberadept may install up to (submersion grade/2, round up) essence points of cyberware without losing any Resonance.
- Example: Default is a technomancer who has submerged once and has the cyberadept stream, but they have not installed any cyberware yet. They may install up to 1 Essence of cyberware without losing any Resonance, thanks to their submersion grade of 1 and their daemon. Once they hit submersion grade 3, they are able to install up to 2 Essence of cyberware without any further loss.
- Each point of Essence lost due to cyberware in excess of the above will reduce Resonance, including partial points. If submersion grade later increases to include this exceeding value in the daemon's coverage, that Resonance is restored immediately.
- Example: Default couldn't wait, so they installed 1.2 Essence of cyberware before reaching submersion grade 3. They lost 1 Resonance as a result. They later attain submersion grade 3, however, and their cyberware allotment increases to 2, immediately returning the 1 Resonance they lost before.
- A cyberadept who submerges for the first time or a submerged technomancer who buys the cyberadept stream immediately regains (submersion grade/2, round up) Resonance lost due to cyberware from before the acquisition.
- Example: Cyberknight began playing with 3 points of Resonance lost due to cyberware and later submerged once. They buy the cyberadept stream for 20 karma, and when they do, they immediately regain 1 Resonance.
- Any portion of essence lost to sources other than cyberware cannot be recovered with the cyberadept daemon under any circumstances. This includes partial points; any Resonance loss that might be recovered must be lost to cyberware and nothing else.
- Example: Cyberknight has 1.5 essence lost due to cyberware and 0.2 essence lost due to bioware. They are submersion grade 3, so they would normally recover 2 Resonance; however, that 0.2 lost due to bioware reduces it to 1 because the second point of Resonance lost was not lost to cyberware and nothing else.
- Example: Default has 1.8 Essence loss due to cyberware which is safely ignored thanks to being submersion grade 3. They want to install 0.2 essence of bioware. While this wouldn't result in another full point of essence loss, it doesn't interact with the cyberadept daemon well. When they install it, they lose 1 Resonance that cannot be reclaimed.
Machinist Stream
- Machinist Technomancers may no longer purchase Autosofts as echoes. Instead, Machinist Technomancers may purchase Autosofts for 2 karma. These 'Resonant Autosofts' will have rating = to the lower of 6 and the character's Resonance when run. A Machinist may run up to CHA 'Resonant Autosofts' at once, and may swap an unrun 'Resonant Autosoft' with a running one as a Simple Action.
- The Fading discount on Complex Forms that affect devices need to target a device icon for the discount to apply. Targeting a persona with a complex form won't give it this discount, even if it's a persona running on a device.
- The Swarm program can be bought as a Resonant Autosoft and takes one Sharing slot when run.
- A machinist's Living Persona does not get cyberprogram slots unlike other rigger command consoles do per ShadowHaven HRAW.
Technoshaman Stream
- Technoshamans cannot make a Sprite Pet higher than their Resonance Score.
- Great Form powers have been altered and are described below.
Great Form Sprites
- Compiling Great Forms causes 1.5x more Fading, not 2x.
- Note that after the Great Form Sprite power has been used, the sprite always leaves.
- Companion Sprite - Sacrifice
- The Companion Sprite self-destructs, giving the target's Matrix Condition Monitor bonus (Level) number of boxes. If the target is a technomancer, treat this in a manner similar to the Aegis echo. These boxes remain for (Level) Combat Turns before finally collapsing.
- Courier Sprite - Freenet
- "To use Freenet, the Courier Sprite must perceive two Matrix personas, hosts, foundation hatches or a combination of the two. It can create a wormhole leading from one to the other, however it can't make wormholes leading out of foundations. This can even take personas inside of hosts without having to gain a MARK first. This wormhole is strictly one way and instantaneous. This wormhole is open for (Level) Combat Turns and discreet: detecting it requires a Matrix Perception test that the Courier Sprite resists with Level + Sleaze. The wormhole can be targeted with Matrix attacks and cannot resist them. If the wormhole takes any Matrix Damage, the sprite disappears."
- Crack Sprite - Gatekeeper
- The sprite must target a persona other than itself as a Keymaster and a host or device as the target. The Keymaster can share MARKs on a target that they have 3 MARKs on. The number of personas that they can share MARKs to is equal to (Sprite Level / 2). This power lasts for (Level) Combat Turns before dissipating. After the power drops, any shared MARKs disappear as well. The Keymaster keeps their MARKs.
- Data Sprite - Archivist
- The sprite taps into the Foundation of a host with a Rating no greater than the sprite's Level. This power allows the sprite to attempt one Foundation action without entering the Foundation itself. The Null Node cannot be accessed this way, all others are viable targets. The sprite may only attempt one test, meaning actions requiring multiple tests will not be possible. This is limited to Computer, Electronic Warfare and Hacking-related tests.
- Fault Sprite - Mangler
- As a Complex Action, make a Cybercombat + Resonance (Level) vs. Willpower + Firewall test against a persona, device, icon or host. If you succeed, you can disable 1 Matrix Action of the sprite's choosing. If targeting a host, afflicts all IC launched by the host, preventing them from taking their usual action. Lasts until the target has had (Sprite's net hits) Action Phases or until it reboots. The Stability power of Machine Sprites can protect a target from Mangler at the cost of immediately removing the effects of Stability.
- Generalist Sprite - Multiprocessing
- Grants the Multiprocessing quality to the target for as long as the power is sustained, calculating the effects using the Sprite's Level instead of an AI's Depth. During this time, the sprite cannot move or take any other action. It also has to be on the same grid as the target unless the target is benefiting from the effects of Transcendental Grid.
- Machine Sprite - Resistor
- Allows a Matrix-bricked device to continue functioning assuming Resistor was used on it before its Matrix Condition Monitor was filled. If the device is destroyed physically, this power cannot save it. Operating equipment that is only kept online by Resistor incurs a -2 dice pool penalty to all actions. This power has no duration unless the device would otherwise be inoperable, in which case Resistor can only be sustained up to (Level) Combat Turns, at which point the sprite disappears and the device is bricked unless it was repaired during Resistor's duration. During the sustaining time of Resistor, the target device also cannot be forcibly rebooted.
- If this change causes you as a Technoshaman player to not want to play a technoshaman any longer you may approach Council for a triggered resubmit permission.