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Jeremiah Kraye
post Jun 16 2012, 04:37 AM
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Out of curiosity, does a latent techno get set to 1 resonance regardless of any existing essence loss?

Does it allow a character to undergo augments without affecting their ability as a technomancer that emerges in the future?
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Neraph
post Jun 16 2012, 04:40 AM
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Yes, same Latent Awakening/Dracomorphosis.
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Jeremiah Kraye
post Jun 16 2012, 04:44 AM
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QUOTE (Neraph @ Jun 16 2012, 04:40 AM) *
Yes, same Latent Awakening/Dracomorphosis.


So the latent quality allows a character to in essence (or lack there of) explore an alternate path later in their life? with no pain to their resonance the way a starting character has from augments and general essence loss?
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Neraph
post Jun 16 2012, 04:48 AM
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Correct. You start bio/cyber or whatever with no Magic/Resonance. When you Awake, you gain Magic/Resonance 1 and then start your new career, keeping all your old things. Just make sure you have at least 1 point of Essence left otherwise you'll never be able to Awaken.

EDIT: Note that your Natural Maximum is certainly affected; it's just that, with a complete lack of the actual attribute, it cannot be lowered.
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Jeremiah Kraye
post Jun 16 2012, 04:55 AM
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QUOTE (Neraph @ Jun 16 2012, 04:48 AM) *
Correct. You start bio/cyber or whatever with no Magic/Resonance. When you Awake, you gain Magic/Resonance 1 and then start your new career, keeping all your old things. Just make sure you have at least 1 point of Essence left otherwise you'll never be able to Awaken.

EDIT: Note that your Natural Maximum is certainly affected; it's just that, with a complete lack of the actual attribute, it cannot be lowered.


But in both cases, the natural "limit" for magic and essence can essentially be bypassed with initiation and emerging.
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Neraph
post Jun 16 2012, 04:55 AM
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As normal, of course.

EDIT: That's why it's important to keep at least one point. If you have that one point you can go to infinity, and beyond.
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SpellBinder
post Jun 16 2012, 05:04 AM
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Just double check with your GM about the karma costs in raising an impacted Resonance attribute. Had a player once try to convince me that at -3 Essence and a latent awakening that he could go from a Magic 1 to Magic 2 by paying only 10 karma after awakening. Some GMs might be fine with this, others (like myself) will say something like 'hell no' and require you to pay the higher karma cost.
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_Pax._
post Jun 16 2012, 05:17 AM
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QUOTE (SpellBinder @ Jun 16 2012, 01:04 AM) *
Just double check with your GM about the karma costs in raising an impacted Resonance attribute. Had a player once try to convince me that at -3 Essence and a latent awakening that he could go from a Magic 1 to Magic 2 by paying only 10 karma after awakening. Some GMs might be fine with this, others (like myself) will say something like 'hell no' and require you to pay the higher karma cost.


RAW? Going from a 1 to a 2 does cost 10 Karma. No matter when, and no matter why.

If you start with Essence 6 and Resonance 4, then burn 3 essence on Augmentations? Raising your Resonance back to 2 costs 10 Karma.

By he RAW, anyway. Aught else is Houserule Country.
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SpellBinder
post Jun 16 2012, 06:47 AM
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Then it could be argued that an awakened or techno character could leave their Magic/Resonance at 1 during character creation, spend no more than 5 essence in cyber/bio/etc still during character creation, and simply claim an awakening after getting their augments and pay nothing in BP/karma towards Magic/Resonance (had that argument presented to me by a player as well).

Now I wish I could recall where I had read about the modified karma costs for improving Magic/Resonance. Anyway, like I said, it depends on how a GM does the karma costs here. My own decision could've been flavored by a player (same guy) trying to push me, like claiming a mystic with magic 5 and 4 power points could overcast a spell at force 10 without foci (AFAIK, force 2 would be the overcast limit). Never had an awakened player otherwise have any cyber/bio/etc at all, so it's never really come up otherwise.
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Midas
post Jun 16 2012, 07:38 AM
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It depends on the GM as to how they deal with latent awakening. As Spellbinder says, if a PC were to take Latent Awakening as a way of cramming lots of 'ware in their bodies and not pay BP/karma for the Resonance/Magic, the GM is entitled to charge karma equivalent to buying up then reducing the Attribute to 1 based on how much 'ware the character has when the character awakens.

A lot of GMs will also charge the difference in BP between the Latent Awakening quality and the awakened type x2 karma to make the awakening (i.e. 20 karma to become a mage or technomancer, 10 karma for Mys Ad, 0 for Adept).

If you are the GM, you should decide what you want to do about the above. Also note that the GM decides when and how the awakening takes place - if you think a player is trying to abuse the rules to get lots of 'ware for free, you could delay the awakening until late on in the campaign, although you should warn the player about this before you approve his character sheet.
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Irion
post Jun 16 2012, 07:39 AM
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Thats why a GM should roll the dice on the question as "what" you awaken!

Technomancer is not that bad, because the complex forms cost as hell. But yes, a SAM-Adept is really bad...

So if you have players insisting on RAW, the GM should insist on RAW too and determin the quality. Period.

@SpellBinder
QUOTE
Then it could be argued that an awakened or techno character could leave their Magic/Resonance at 1 during character creation, spend no more than 5 essence in cyber/bio/etc still during character creation, and simply claim an awakening after getting their augments and pay nothing in BP/karma towards Magic/Resonance (had that argument presented to me by a player as well).

Well, lets put it like that. While this is (in my opinion)technically correct, most people tend to disagree.

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Critias
post Jun 16 2012, 08:30 AM
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QUOTE (SpellBinder @ Jun 16 2012, 01:47 AM) *
Then it could be argued that an awakened or techno character could leave their Magic/Resonance at 1 during character creation, spend no more than 5 essence in cyber/bio/etc still during character creation, and simply claim an awakening after getting their augments and pay nothing in BP/karma towards Magic/Resonance (had that argument presented to me by a player as well).

Except that, well, they can't. It's pretty clear in the rulebook that that's not how Latent Awakening works. It's not up to the player when they Awaken, what they Awaken into, or even if they Awaken. That's all up to the GM and the story they're telling, and there's a full page description of the Quality that makes that all pretty clear. If it's an argument at all, it's a pretty weak one.

If a GM lets someone just toss in 5 BP and claim to be a "formerly latent" Magician, Adept, Technomancer, or whatever, so that they don't lose their Magic/Resonance? Well, at that point the GM might as well just admit that they're hand-waving it and house ruling in lighter Essence costs (instead of even labeling it as something to do with Latent Awakening at all, by that point).
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SpellBinder
post Jun 16 2012, 08:39 AM
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I'm familiar with how the Latent Awakening quality works. Mind you that I made no reference to that particular quality in what you quoted from me, which was also to be taken to be as completely within the Character Creation period (as in the player is still creating the character, claiming an awakening after buying cyber/bio/etc). Maybe I should've been more clear about that in my previous post (thought it was).
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Critias
post Jun 16 2012, 09:18 AM
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Given that the thread itself was about one of the Latent qualities, and that you weren't quoting anyone in particular in your post, I just wanted to make sure we were all on the same page (and apparently we weren't, which is certainly my fault as much as anyone's). I just hate it when I hear about players trying to pull that sort of fast one, and I wanted to clear the air about how the Qualities works.
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Dakka Dakka
post Jun 16 2012, 12:31 PM
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QUOTE (SpellBinder @ Jun 16 2012, 08:47 AM) *
Then it could be argued that an awakened or techno character could leave their Magic/Resonance at 1 during character creation, spend no more than 5 essence in cyber/bio/etc still during character creation, and simply claim an awakening after getting their augments and pay nothing in BP/karma towards Magic/Resonance (had that argument presented to me by a player as well).
No, that is not possible. Essence and Magic Loss is only calculated after you spent BP. So this character would have ESS 1 and MAG 0. He burned out at CharGen.

QUOTE (SpellBinder @ Jun 16 2012, 08:47 AM) *
Now I wish I could recall where I had read about the modified karma costs for improving Magic/Resonance. Anyway, like I said, it depends on how a GM does the karma costs here. My own decision could've been flavored by a player (same guy) trying to push me, like claiming a mystic with magic 5 and 4 power points could overcast a spell at force 10 without foci (AFAIK, force 2 would be the overcast limit). Never had an awakened player otherwise have any cyber/bio/etc at all, so it's never really come up otherwise.
By RAW this is absolutely correct. What the FAQ says is in fact a houserule.
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Yerameyahu
post Jun 16 2012, 01:05 PM
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QUOTE (Jeremiah Kraye @ Jun 15 2012, 11:37 PM) *
Out of curiosity, does a latent techno get set to 1 resonance regardless of any existing essence loss?

Does it allow a character to undergo augments without affecting their ability as a technomancer that emerges in the future?

Note that this is not *completely* true: "If the character’s Essence is less than 1, she has lost any chance to become a drake." The same goes for other Latents.
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Falconer
post Jun 16 2012, 02:09 PM
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Wow just wow spellbinder. You haven't even thought any of this through.


You're way off in houserule territory. You don't even have mystic adepts rules right (and a power focus has absolutely NOTHING to do with how much it takes to overcast!. A power focus does not add to the magic rating, it adds a dice modifier to magic tests. Even aspected background counts don't add directly to magic, only add dice to tests involving magic and drain).

The PLAYER has no control whatsoever over IF/HOW/or WHEN they latent awaken/emerge.

If the player is abusing the quality... then you're fully within your rights as a GM to NEVER EVER awaken them. They wasted 5BP... small change in the big picture view of things.

What makes the latent qualities so neatly balanced is how big of karma sinks they are. You can't have magically active skills. Technomancers *USE DIFFERENT VERSIONS OF THE SKILLS* than normal deckers (so no cramming in tons of cyber/bio decker... then latent techno to reuse the same skils). Magical characters can't even learn magical skills unless they have the right quality.

So what happens to your pet street sam if I as GM decide to him as a full mage. He awakens with a magic 1... and suddenly with a 20karma debt (buying up the 5BP latent awakening to a 30karma magician quality). He has absolutely NO skills whatsoever to use that 1 point of magic. Once he burns his way out of that hole... he now needs to start actually buying magical skills (say spellcasting, counterspelling, summoning)... getting those to rank 3 is another 45 karma right there... then you're worried that it's going to cost them 25 more karma to get their magic up to 3? And spells are still 5karma each and he knows none! If I'm feeling 'generous' I might slam them with a aspected magician negative quality as well (and not for something useful, but say aspected to assensing & astral combat or enchanting (-4 to anything that's not a enchanting or arcana check!).

Same goes for a techno... the techno has no skills. He needs to relearn his electronics and cracking groups with technomancer versions, as well as learn that new one to compile/register sprites of his own. You don't think 3 skill groups starting at 0 isn't a lot of extra karma as well. And if not that, then lets not forget that he knows zero complex forms... those are going to end up costing more than even spells cost a mage... (rating 3 complex == 1+2+3 6... more than the 5 and it's still going up farther). Really.. techno is one of the FEW cases where it's actually worth considering a resonance of 6 starting because of all the karma it saves you on complex forms (6 karma per complex form for 1BP each...).

In both cases... we haven't even got to the mental attributes yet. Both classes put a huge premium on mental attributes. Did the character remember to raise them up accordingly in chargen... how about now in play.. 20karma for wilpower 4. 25karma for 5. 30 for 6. Did you remember you as GM control the awakening exactly which tradition they come out as? If they've used charisma as a dump stat... you're fully with in your rights as GM to awaken them as a shaman... (10karma more to actually pay for the mentor spirit which goes hand in hand with shamanism, especially one with a nifty negative... like say horned man... -1 on all social tests as well now, or sun mentor... they now need to spend 2 edge to downgrade glitches!!! (starting out those pools aren't very large!)).


My opinion... the qualities are fine. A GM is fine to leave the quality dead if he feels a player is abusing it and never awaken them. If he does chose to... the awakening is anything but cheap to do and it'll be 100-200 karma before the character is able to do much anything useful with his newfound powers (and he still won't be anywhere close to someone who started as one). And stop and think what an actual player is doing with that 100-200 karma who started as such... they'll be up into higher initiatiate grades and more spells/skills as well.
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Yerameyahu
post Jun 16 2012, 02:51 PM
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QUOTE
20karma debt (buying up the 5BP latent awakening to a 30karma magician quality).
Is this actually in the rules? I had forgotten. It's certainly the case for drakes.

It's true that these are only abusable in 'charop context' (assuming the stupidest GM possible, and lots of karma to fix everything). In a real game, all it does is (at best!) make you massively weak for months as you try to get karma to fix everything.
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Neraph
post Jun 16 2012, 03:03 PM
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QUOTE (_Pax._ @ Jun 16 2012, 12:17 AM) *
RAW? Going from a 1 to a 2 does cost 10 Karma. No matter when, and no matter why.

If you start with Essence 6 and Resonance 4, then burn 3 essence on Augmentations? Raising your Resonance back to 2 costs 10 Karma.

By he RAW, anyway. Aught else is Houserule Country.


QUOTE (SpellBinder @ Jun 16 2012, 01:47 AM) *
Then it could be argued that an awakened or techno character could leave their Magic/Resonance at 1 during character creation, spend no more than 5 essence in cyber/bio/etc still during character creation, and simply claim an awakening after getting their augments and pay nothing in BP/karma towards Magic/Resonance (had that argument presented to me by a player as well).

The above are correct.

QUOTE (SpellBinder @ Jun 16 2012, 01:47 AM) *
Now I wish I could recall where I had read about the modified karma costs for improving Magic/Resonance.

You can't recall where you read about it because it is incorrect and does not appear in the books. Even if it does it may be a sidebar for more difficult games or the like, and would be O-RAW/House-Rule, not RAW.
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Yerameyahu
post Jun 16 2012, 03:14 PM
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As always, though, it doesn't matter if those are 'correct', because they also can't possibly happen. (IMG:style_emoticons/default/wink.gif) There's some logical incorrectness here, though:
QUOTE
You can't recall where you read about it because it is incorrect and does not appear in the books. Even if it does it may be a sidebar
Hehe. Luckily we know what you meant.
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_Pax._
post Jun 16 2012, 03:50 PM
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QUOTE (SpellBinder @ Jun 16 2012, 01:47 AM) *
Then it could be argued that an awakened or techno character could leave their Magic/Resonance at 1 during character creation, spend no more than 5 essence in cyber/bio/etc still during character creation, and simply claim an awakening after getting their augments and pay nothing in BP/karma towards Magic/Resonance (had that argument presented to me by a player as well).

Yes, that's exactly how it works, by the RAW: if you start out Latent (5BP), but packed with 'ware ... when you do finally awaken, you have a Magic of 1.

Of course, when, where, how, and precisely as what you finally do awaken, is entirely in the GM's hands. And of course, that awakening comes after the campaign starts.

QUOTE
Now I wish I could recall where I had read about the modified karma costs for improving Magic/Resonance.

Someone's houserule, posted somewhere on the vast internet. (IMG:style_emoticons/default/smile.gif)

QUOTE
My own decision could've been flavored by a player (same guy) trying to push me, like claiming a mystic with magic 5 and 4 power points could overcast a spell at force 10 without foci (AFAIK, force 2 would be the overcast limit).

There's two schools of thought on that, both of which can claim to be proper interpretations of the RAW ... which are woefully vague on the subject.

On the one hand, you can treat each sub-rating of Magic as separate attributes, so in your 4-1 split, they really do have only 1 Magic for spellcasting.

On the other hand, their magic rating is 5. That produces all of the CAPS associated with both Adept powers, and Magician actions (spellcasting, conjury, etc). Their split sub-ratings only determine (b) how many PP they have, and (b) how many dice they get for spellcasting and conjury tests.

QUOTE
Never had an awakened player otherwise have any cyber/bio/etc at all, so it's never really come up otherwise.

It's not uncommon for human mages to at least ponder sacrificing one Essence (and thus, one Magic) for a few minor things - For example, well-loaded R3 Cybereyes (VisEnhance R3, Low-light, Thermo, Flare Comp, Eye Light, VisMagnify, protective covers), R2 Cerebral Booster, and an alpha-grade R1 Synaptic Accelerator. (For non-logic traditions, dump the Booster for a second level of Accelerator). Pricey, but: exactly 1 essence, gives excellent see-in-the-dark-ness, and boosts a Drain attribute for Logic-trad mages.

Maybe they won't start the game with all of that - maybe they'll just get the Eyes to begin with. But eventually? Yes, a very light touch of 'ware is an attractive option, when you really think about it.
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Neraph
post Jun 16 2012, 03:50 PM
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QUOTE (Yerameyahu @ Jun 16 2012, 09:14 AM) *
As always, though, it doesn't matter if those are 'correct', because they also can't possibly happen. (IMG:style_emoticons/default/wink.gif)

Explain?


QUOTE (Neraph @ Jun 16 2012, 09:03 AM) *
You can't recall where you read about it because it is incorrect and does not appear in the books. Even if it does it may be a sidebar for more difficult games or the like, and would be O-RAW/House-Rule, not RAW.

Ok, I'll do the long version:

I am certain that I have never read that in any book or in any errata anywhere. On the incredibly small off-chance that I am actually wrong on this, it is most likely due to this "rule" being in a sidebar for Optional Rules or (more likely) a very common House-Rule (which is not RAW at all). In either case (O-RAW/House-Rule), it is not a part of RAW and therefore has no place in this thread without a disclaimer that it is, in fact, either an Optional Rule or House-Rule, and is not part of the legitimate Rules As Written.
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Falconer
post Jun 16 2012, 03:51 PM
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Neraph:
The player is free to CLAIM whatever he wants. The rules are quite clear to the contrary.

If he does buy the quality... get it at 1... AND DOES NOT BUY IT UP. When he cybers up it goes to 0. He loses it all and can't ever mutate into a pretty butterfly again. He's free to pay say an extra 20BP to raise it to 3... then watch it drop back to 1... then claim it's because he awakened late and did nothing with it. But he's not free to spend those points elsewhere.

If he buys the latent quality instead. Then he gives ALL CONTROL of the details of it to the GM. The GM determines, if, when (if ever), and how it happens. So no, he doesn't come out of chargen with a magic of 1... simply because he took the latent quality... then bloomed after chargen but before play starts.
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Neraph
post Jun 16 2012, 03:57 PM
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QUOTE (_Pax._ @ Jun 16 2012, 09:50 AM) *
There's two schools of thought on that, both of which can claim to be proper interpretations of the RAW ... which are woefully vague on the subject.

On the one hand, you can treat each sub-rating of Magic as separate attributes, so in your 4-1 split, they really do have only 1 Magic for spellcasting.

On the other hand, their magic rating is 5. That produces all of the CAPS associated with both Adept powers, and Magician actions (spellcasting, conjury, etc). Their split sub-ratings only determine (b) how many PP they have, and (b) how many dice they get for spellcasting and conjury tests.

These two are not mutually exclusive. In the above 4-1 split you have 4 PP that you can spend and are limited to R5 in any one Power and 1 die to add to your Spellcasting for casting up to Force 5/Overcase Force 10.

QUOTE (_Pax._ @ Jun 16 2012, 09:50 AM) *
It's not uncommon for human mages to at least ponder sacrificing one Essence (and thus, one Magic) for a few minor things - For example, well-loaded R3 Cybereyes (VisEnhance R3, Low-light, Thermo, Flare Comp, Eye Light, VisMagnify, protective covers), R2 Cerebral Booster, and an alpha-grade R1 Synaptic Accelerator. (For non-logic traditions, dump the Booster for a second level of Accelerator). Pricey, but: exactly 1 essence, gives excellent see-in-the-dark-ness, and boosts a Drain attribute for Logic-trad mages.

Maybe they won't start the game with all of that - maybe they'll just get the Eyes to begin with. But eventually? Yes, a very light touch of 'ware is an attractive option, when you really think about it.


EDIT:
QUOTE (Falconer @ Jun 16 2012, 09:51 AM) *
Neraph:
The player is free to CLAIM whatever he wants. The rules are quite clear to the contrary.

If he does buy the quality... get it at 1... AND DOES NOT BUY IT UP. When he cybers up it goes to 0. He loses it all and can't ever mutate into a pretty butterfly again. He's free to pay say an extra 20BP to raise it to 3... then watch it drop back to 1... then claim it's because he awakened late and did nothing with it. But he's not free to spend those points elsewhere.

If he buys the latent quality instead. Then he gives ALL CONTROL of the details of it to the GM. The GM determines, if, when (if ever), and how it happens. So no, he doesn't come out of chargen with a magic of 1... simply because he took the latent quality... then bloomed after chargen but before play starts.

What if he buys his cyber FIRST and then magic stull LAST? If he did this, then he DID NOT HAVE that Magic/Resonance when he lost Essence, and does not suffer because of it. Can you prove this either way?
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Falconer
post Jun 16 2012, 04:04 PM
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QUOTE (_Pax._ @ Jun 16 2012, 11:50 AM) *
It's not uncommon for human mages to at least ponder sacrificing one Essence (and thus, one Magic) for a few minor things - For example, well-loaded R3 Cybereyes (VisEnhance R3, Low-light, Thermo, Flare Comp, Eye Light, VisMagnify, protective covers), R2 Cerebral Booster, and an alpha-grade R1 Synaptic Accelerator. (For non-logic traditions, dump the Booster for a second level of Accelerator). Pricey, but: exactly 1 essence, gives excellent see-in-the-dark-ness, and boosts a Drain attribute for Logic-trad mages.


No Pax... the mages holy grail is repeat after me... the 'pain editor'. What ignore stun!!! I'm all there! You mean I even get +1 willpower while activated!!! (the -1 int might suck if you're intuition tradition... but hey, *ignore stun*... drain drain drain drain.....)

Especially if the mage wears a fair amount of armor so they regularly see their damage downgraded to stun from physical.
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