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Singularity - Gnome VR Technomancer

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FST_Gemstar

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« on: <01-30-16/1832:14> »
This is Singularity, a VR-focused gnome Technomancer. After a few iterations (including one that was hell bent on having Willpower 11 but was much tighter elsewhere), I think this version is capable of being a solid Matrix specialist that plays more like a decker. I like how this character turned out so much that I am convinced that I am doing something wrong. Obvious issues could be including free contacts/knowledge skills and that I did not buy up Resonance with karma, but just kept the Resonance 1 that comes with taking the Technomancer quality. I guess this could be mitigated as Singularity could find 5 karma if needed.  I could drop Edge or Charisma a point to get some karma for some Contacts/Knowledge skills if they are not free either. I'm beginning to think that Point Buy is my favorite way to make technomancers.

Please double check my math here:

Karma Expenditures:
Metatype: 50 (Gnome)
Technomancer: 15
Primary Attributes: 360
Edge: 25
Positive Qualities: 17
Negative Qualities: -25
Skills: 220
Nuyen: 134
Complex Form: 4
Total Karma: 800

His Living Persona baseline is:
Attack: 3  Sleaze: 6 Data Processing: 8 Firewall: 9 Device Rating 1

With drugs, he can manipulate this tray as he needs. Basically he will always run Psyche when it's go time (+2 Int/Slz +2 Log/DP), but could add Zen when he needs more Firewall (+2 Will/Frwl) , Novacoke (+2 Cha/Att +2 Rea)  when needing a higher Attack limit and expects a shorter run, or Cram when running in AR. With high Willpower and Logic especially, he is pretty confident about not getting severe drug addictions. Even if he does pick up a mild addiction from Zen or Novacoke (or other drugs in the future), Narco will then help keep those addictions from getting worse.

Sprites are not going to be very powerful, but he can safely pump out Level 2 Machine Sprites and keep a large stable. He only needs a few himself (really just for his pistol and medkit, maybe his bike eventually), so he has some  to loan out to teammates and to keep some other sprites for their powers (ex. a lvl 1 Crack Sprite can delay IC one turn with Suppression). So instead of sprites doing a lot of the work as I think technomancers tend to usually work best, Singularity can actually hack solo.


Singularity is definitely not as good a hacker in AR, but is not incapable. If hacking becomes not worth it in AR, he can still pull out a pistol with a decent dice pool (Agility 10 + Pistols 2 + Semiautomatics 2 + Smartlink 2 + probably Diagnostics 2 = 18).

Future growth expectations:
He will pick up Hardware and basic social skills with karma in game play. Skills feel low to me, but with drug boosting and VR bonuses, lots of the hacking skills are high enough. Compiling/Registering and software may even be high Considering Singularity isn't compiling sprites higher than Level 2 for a while and that his only Complex Form, Static Veil, only needs a threshold 1 or 2 test.

While his primary arm is an obvious cyberlimb, I haven't decided if his other limbs are going to be obvious or synthetic (I'm leaning synthetic). Regardless, he has plenty of capacity to spend nuyen on upgrading, and still has some essence to play with if need be.

I'm guessing he will Submerge for skinlink and Overclocker to be even faster in VR. His Resonance is low enough to consider raising it after submersion as well.

Please provide any feedback where there are any holes or areas to cut. This was more of a practice piece so I don't have much character background/personality yet, so ideas in that regard would be appreciated too.


== Info ==
Street Name: Singularity 3.0
Name: Unnamed Character
Movement: 6/12
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Dwarf (Gnome)
Composure: 12
Judge Intentions: 9
Lift/Carry: 4 (15 kg/10 kg)
Memory: 17
Nuyen: 5

== Attributes ==
BOD: 3
AGI: 2
REA: 3
STR: 1
CHA: 3
INT: 5 (6)
LOG: 6 ( 8 )
WIL: 7 (9)
EDG: 3
RES: 1

== Derived Attributes ==
Essence:                   1.19
Initiative:                8 (9) + 1d6
Rigger Initiative:         9 + 1d6
Matrix AR Initiative:      9 + 1d6
Matrix Cold Initiative:    6 + DP + 3d6
Matrix Hot Initiative:     6 + DP + 4d6
Physical Damage Track:     12
Stun Damage Track:         13

== Limits ==
Physical:                  3
Mental:                    11
Social:                    6


== Active Skills ==
Compiling                  : 3 [[Machine]]     
Computer                   : 6 [Matrix Search]     
Cybercombat                : 3 [IC]               
Electronic Warfare         : 3                     
Hacking                    : 6 [Hosts]             
Perception                 : 2 [Visual]             
Pistols                    : 2 [Semi-Automatics]   
Registering                : 4 [Machine]     
Software                   : 3 [Static Veil]       


== Knowledge Skills ==
Chemistry                  : 2 [Pharmaceuticals]   
Computer Science           : 3                     
English                    : N                     
Gaming                     : 2                     
Security Design            : 3 [Corporate]         
Shadow Community           : 3 [Safe Houses]       
Sprawl Life                : 2 [Street Docs]       
Street Drugs               : 2 [Cram]             

== Contacts ==
; Drug Dealer (5, 1)
; Blogger (1, 2)

== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Arcane Arrester
Cyber-Singularity Seeker
Distinctive Style
Impassive
Jack of All Trades Master of None
Neoteny
Quick Healer
Technomancer
Thermographic Vision
Weak Immune System

== Lifestyles ==
Squatter  1 months

== Cyberware/Bioware ==
Cerebellum Booster Rating 1
Cerebral Booster Rating 2
Narco
Obvious Full Arm (AGI 10, STR 3, Physical 4) (Left) (USED)
   +Customized Agility Rating 7
   +Enhanced Agility Rating 3
   +Armor Rating 2
   +Built-in Medkit
Synthetic Full Arm (AGI 3, STR 3, Physical 4) (Right)
Smartlink (ALPHA)
Synthetic Full Leg (AGI 3, STR 3, Physical 4) (Left) (ALPHA)
Synthetic Full Leg (AGI 3, STR 3, Physical 4) (Right) (ALPHA)

== Armor ==
Armor Jacket                        12
   +Drag Handle
Ballistic Mask                      2
   +Respirator Rating 6

== Weapons ==
Savalette Guardian
   +Concealed Quick-Draw Holster
   +Personalized Grip
   +Smartgun System, Internal
   Pool: 4 (6)   Accuracy: 8   DV: 8P   AP: -1   RC: 3
Unarmed Attack
   Pool: 1   Accuracy: 3   DV: 1S   AP: -   RC: 2

== Commlink ==
Living Persona (ATT: 3, SLZ: 6, DP: 8, FWL: 9)
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
   +Fake SIN Rating 4
   +Fake License (Weapon License) Rating 4
   +Fake License (Concealed Carry Permit) Rating 4
   +Fake License (Restricted Cyberware License) Rating 4

== Gear ==
Ammo: Regular Ammo (Heavy Pistols) x60
Certified Credstick, Gold
Cram x8
Datachip x10
Medkit Rating 6 (Built-in to cyberarm)
Novacoke x5
Psyche x5
Red Mescaline x3
Slap Patch, Stim Patch Rating 6 x2
Stealth Tags x10
Survival Kit
Zen x8

== Vehicle ==
Echo Motors Zip (Rigger 5.0 3.5k Nuyen)
« Last Edit: <02-09-16/2010:31> by FST_Gemstar »

Pap Renvela

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« Reply #1 on: <01-31-16/0102:24> »
Your natural Resonance maximum is your Essence
rounded down. For every point (or fraction thereof) of
Essence lost, both your current Resonance Attribute
and your maximum Resonance Rating are reduced by
one. If your Resonance ever reaches zero, you lose the
Technomancer quality and all Resonance abilities.

With all that  cyberware you have no current Resonance.

Strange

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« Reply #2 on: <01-31-16/0244:08> »
Your natural Resonance maximum is your Essence
rounded down. For every point (or fraction thereof) of
Essence lost, both your current Resonance Attribute
and your maximum Resonance Rating are reduced by
one. If your Resonance ever reaches zero, you lose the
Technomancer quality and all Resonance abilities.

With all that  cyberware you have no current Resonance.
He is at 1.19 essence, giving him a resonance of 1.  That sounds bad, however.  Wouldn't be able to use any remaining essence for more cyber, or you would lose the resonance altogether.      I don't know enough about 'mancers to comment on the effectiveness of this character, other than the 3 resonance skills are calculated skill rating + resonance, of which you have a 1.  But you only took one of them anyway at a rating of 3 + specialization, sounds quite low.

Pap Renvela

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« Reply #3 on: <01-31-16/0315:33> »
Your natural Resonance maximum is your Essence
rounded down. For every point (or fraction thereof) of
Essence lost, both your current Resonance Attribute
and your maximum Resonance Rating are reduced by
one. If your Resonance ever reaches zero, you lose the
Technomancer quality and all Resonance abilities.

With all that  cyberware you have no current Resonance.
He is at 1.19 essence, giving him a resonance of 1.  That sounds bad, however.  Wouldn't be able to use any remaining essence for more cyber, or you would lose the resonance altogether.      I don't know enough about 'mancers to comment on the effectiveness of this character, other than the 3 resonance skills are calculated skill rating + resonance, of which you have a 1.  But you only took one of them anyway at a rating of 3 + specialization, sounds quite low.

You lose both 1 point of current resonance and 1 point of maximum resonance for every point of eesence loss.

Since he started with a current of 1 he is at current resonance 0 and maximum resonance 1.
For him to have a current resonance 1 he'd have to have bought resonance to 6.
But all is not hopeless, after chargen he can raise resonance to 1 (his max) with 5 karma.

If he was using priority he would lose the resonance in the resource phase and could buy it to 1 in the karma phase but since he's using karma gen method it all goes at the same time, which is why he would need resonance 6 to end up with 1.

Strange

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« Reply #4 on: <01-31-16/0415:21> »
Your natural Resonance maximum is your Essence
rounded down. For every point (or fraction thereof) of
Essence lost, both your current Resonance Attribute
and your maximum Resonance Rating are reduced by
one. If your Resonance ever reaches zero, you lose the
Technomancer quality and all Resonance abilities.

With all that  cyberware you have no current Resonance.
He is at 1.19 essence, giving him a resonance of 1.  That sounds bad, however.  Wouldn't be able to use any remaining essence for more cyber, or you would lose the resonance altogether.      I don't know enough about 'mancers to comment on the effectiveness of this character, other than the 3 resonance skills are calculated skill rating + resonance, of which you have a 1.  But you only took one of them anyway at a rating of 3 + specialization, sounds quite low.

You lose both 1 point of current resonance and 1 point of maximum resonance for every point of eesence loss.

Since he started with a current of 1 he is at current resonance 0 and maximum resonance 1.
For him to have a current resonance 1 he'd have to have bought resonance to 6.
But all is not hopeless, after chargen he can raise resonance to 1 (his max) with 5 karma.

If he was using priority he would lose the resonance in the resource phase and could buy it to 1 in the karma phase but since he's using karma gen method it all goes at the same time, which is why he would need resonance 6 to end up with 1.
Would that be a viable technomancer with just 1 resonance?

ZeldaBravo

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« Reply #5 on: <01-31-16/0840:04> »
I wouldn't put "viable" and "technomancer" on the same sentence.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

FST_Gemstar

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« Reply #6 on: <01-31-16/0920:54> »
I wouldn't put "viable" and "technomancer" on the same sentence.

Hehe. This is why I like lower Resonance technomancers who do not matrix things. Even for matrix specialists like this character, the lower Resonance forces a more decker like play, and less of a reliance on high fade complex forms and sprites.

Your natural Resonance maximum is your Essence
rounded down. For every point (or fraction thereof) of
Essence lost, both your current Resonance Attribute
and your maximum Resonance Rating are reduced by
one. If your Resonance ever reaches zero, you lose the
Technomancer quality and all Resonance abilities.

With all that  cyberware you have no current Resonance.

That is RAW, though you missed the weird part about the essence/resonance loss rules only applying "after character creation," which I don't think anyone plays by. I usually treat Resonance like Magic now, as I don't see why they are different mechanically and don't think they are intended to be. There was just some awkward writing in the technomancer section. I used to play that if Resonance ever hit 0 though, then the character is no longer a technomancer, but this is not equivalent for magic. You can still buy up your Magic rating back to your current maximum, even if are at Magic 0, and if that is fair for Magicians, I began to believe it was fair for technomancers. So for this character, who starts with Resonance 1, I can see having to spend the 5 karma buying up Resonance again to 1. However, Point Buy rules are weird, as buying the technomancer quality starts characters off at Resonance 1.  Who's to say that you couldn't buy the quality after you get all the cyberware? Max Resonance would be 1, but the quality comes with Resonance 1, so the 'ware doesn't affect it ('ware brought down max Res to 1). Or as the character only wants Resonance 1, just take the quality, and then buy up that Resonance back to 1 with 5 karma. EIther way, by RAW with the awkward "after character creation" clause or by the point buy rules, I see that Resonance 1 either is either free or costing another 5 karma.

Even if Resonance had to stay above 1, would it not be ok to buy up to 2 for every point of 1 essence of essence loss? That's a difference of 100 karma (going up to 6) or 50 karma (going from 1 to 2 five times).

This is definitely a big issue for this concept, so if it is not legal, than it is not as possible.

Your natural Resonance maximum is your Essence
rounded down. For every point (or fraction thereof) of
Essence lost, both your current Resonance Attribute
and your maximum Resonance Rating are reduced by
one. If your Resonance ever reaches zero, you lose the
Technomancer quality and all Resonance abilities.

With all that  cyberware you have no current Resonance.
He is at 1.19 essence, giving him a resonance of 1.  That sounds bad, however.  Wouldn't be able to use any remaining essence for more cyber, or you would lose the resonance altogether.      I don't know enough about 'mancers to comment on the effectiveness of this character, other than the 3 resonance skills are calculated skill rating + resonance, of which you have a 1.  But you only took one of them anyway at a rating of 3 + specialization, sounds quite low.

Skills felt low to me too, but as Technomancer abilities are limited by Resonance (sprite level max is Resoance x 2 and Complex Form level max is Resonance x 3), the character is incapable of the sprites and complex forms that require a lot of dice to throw at, so I think he can survive with fewer skills. In terms or Resonance abilities, with Resonance 1, the character can only compile sprites of level 2 or less, with level 2 causing physical Fade. As machine sprites are his primary sprites, with specs, he rolls 6 vs 2 dice to compile a level 2 sprite and 7 vs 4 dice to register it. This felt like enough for off hours sprite rolling. For in the moment use compiled sprites of other types, he would likely only call on them for their special abilities, so level 1 sprites would suffice, giving 4 dice vs 1 die compile rolls. He has some edge to use if need be too. Software is used for complex forms, but this character only has and intends to use Static Veil, which calls for a one or two hit threshold test, not an opposed test. With specs he rolls 6 dice for it, so can easily get that one hit, while that 2 hit is a bit harder, it is not out of range.  He could even try a few times, even with penalty, as he is likely to resist the Fade just fine.

The Resonance 1 really just lets this character hack without a deck, and use what would have been invested in a deck to boost attributes, which in turn also raises living Persona limits and skill test dice pools. Drugs can be used like slow acting cyberprograms to alter these limits/pools further to help with the kind of work he expects to have to do when doing a hackjob.

In terms of essence, I was assuming that .19 essence above 1 was still valid for use the way a Magician would have without losing a Magic rating.
« Last Edit: <01-31-16/1030:29> by FST_Gemstar »

Pap Renvela

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« Reply #7 on: <01-31-16/1447:09> »
Karma generation unlike priority that has a specific order listed does everything simultaneously therefore to to have 1 Res you need to have bought 6 cause 1-5 is not 1. Neither is 1-5+1 equal to 1.

In priority you can get away with the 5 karma shenanigan because resources are bought before karma step.   

FST_Gemstar

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« Reply #8 on: <01-31-16/1501:06> »
Is that the case? I thought it worked the other way. Priority has all of those steps that imply an order of operation... Point Buy just has pick a metatype and assign minimum attributes, then advance with karma, and then a by the way, if you want special attributes, buy a specific quality too quality too.

I figured Singularity was a little too convenient to be true, but if I am just buying things with karma, why not just buy the technoquality after buying everything else?


Pap Renvela

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« Reply #9 on: <01-31-16/1508:39> »
reread what I wrote... the reason you get to buy Res back up to 1 in priority is BECAUSE IT HAS AN ORDER. And in that order karma expenditure is after resource expenditure.

Karma Generation method has no order hence it simultaneous.

But if you can convince your GM that the -5 from buying ware happens before you spend karma to buy the Res to 1 then go right ahead.

FST_Gemstar

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« Reply #10 on: <01-31-16/1546:53> »
Fair enough.

I am definitely trying to exploit a system with this build, but the Point Buy system in Run Faster is pretty sparsely explained. Did it work a particular way in 4th that is just continuing to be assumed? I never played 4th so I can never tell what is rules inertia and what is vague rule making and what is my wishful thinking.

Pap Renvela

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« Reply #11 on: <01-31-16/2120:09> »
Personally I prefer Life modules over Karma...you can end up with Cracking 7/Electronics 7 and still have karma for your cyberware. Just got careful attention to with the modules you buy.

FST_Gemstar

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« Reply #12 on: <01-31-16/2315:25> »
I am playing with a Sum-to-Ten Version approximation.

I got pretty close, but not quite. Starting karma will be needed to buy Jack of All Trades at 2xcost, and buying up some ranks in Cybercombat, Pistols, Electronic Warfare, a bit of Perception and the rest that Singularity wanted after character generation. This Singularity is a little less capable with a gun and has fewer starting skills. He does start with a bit more cash (7k more), and if I wanted to further optimize, I can move an Attribute point from Agility to Charisma or Reaction, which would be a bonus on the previous version. Also loses Gnomish Thermographic Vision, Arcane Arrester, and Distinctive Style. This version also gets a bonus Complex Form.

So doing this, I feel like the point buy version seems more legal, especially with the repurchasing of Resonance with 5 karma, as this character ended up pretty similar.

Karma Expenses: 15 Positive Qualities, 30 Surge,  5 Resonance, -25 Negative Qualities = 0 Remaining

Sum-to-Ten
Meta: E, Human
Attributes: B
Resonance: B
Skills: D
Resources: B

Attributes:
Body: 3
Agility: 2
Reaction: 3
Strength: 1
Charisma: 3
Intuition: 5 (6)
Logic: 6 (8 )
Willpower: 7 (9)
Edge: 3
Resonance: 1

Positive Qualities:
Changling Surge III (Metagenetic Improvements to Logic/WIllpower 30 karma)
Cyber-Singularity Seeker
Quick Healer

Negative Qualities:
Addiction Mild - Cram
Addiction Mild - Psyche
Impassive
Weak Immune System
Surge NQs (Impaired Body, Reaction (or Charisma), Strength, and Neoteny 30 karma)

Active Skills:
Compiling: 4
Computer: 6
Electronic Warfare: 1 (Sensor Ops)
Hacking: 6 (Devices)
Pistols: 1 (Semi-Automatics)
Registering: 4 (Machine)
Software: 3 (Static Veil)

Knowledge Skills: Same as Previous

Contacts: Same As Previous

Complex Forms:
Static Veil
Transcendent Grid or Resonance Channel (CFs that don't need high dice pools and are unopposed rolls)

'Ware:
Same as before (except cyberarm has Custom Agility 6 instead of 7)
Nuyen: 30.5k Remaining, Gear same as before w/ 11k more to spend.
« Last Edit: <02-01-16/1140:32> by FST_Gemstar »