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> Technomancer Resonance Loss, Specifically page 250 (after char gen)
Godwyn
post Oct 17 2013, 11:40 PM
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The exact phrase I am looking at is on p. 250 of the 5th edition rulebook. "Whenever you lose Essence (after character generation), you lose an equal amount of Resonance, rounded up." This is the section that the rules on p. 95 refer you to about how Essence loss may affect you if you are awakened/resonant.

While probably in the errata thread, I can't help but feel this is a potentially good mistake (or well done if the writer did it on purpose, congrats I approve). Many feel Technos lack a certain oomph; would allowing them to cyber up in character gen without a Resonance hit help ameliorate the problems?

To me, I see this as a useful balance trade against magicians not losing magic at magic 0, only max magic of 0, whereas technos lose it all at resonance 0.

Starting with a cerebral booster would be quite nice, and provide that extra boost for a lot of matrix activities. Starting as a human, instead of an elf, allows a techno to have an 8 logic out the gate, with used cerebral booster R2. Then add some used plastic bone lacing for a total investiture of 1.125 Essence, and 53.25 nuyen. The bone lacing can be removed later, it was just the cheapest way to hit past 1 essence that I saw. This gives a potential 1.5 essence hole to install useful things in, including of course, the cerebral booster 3. Perhaps Synaptic booster R1 at some point, to save on a submersion for the 5d6 matrix initiative.

Another option is for an implanted control rig to start, allowing a technomancer rigger from chargen. Which, if they want the submersion for it, can then be removed providing a decent essence hole on its own.
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