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Jhaiisiin
post Aug 19 2008, 08:34 AM
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That was my take on it. Hopefully once the devs all get back from GenCon, we'll have some clarification on these issues.
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Gray
post Aug 23 2008, 10:35 PM
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QUOTE (Synner @ Aug 6 2008, 09:56 AM) *
Warezhouse 24 is missing because it was a late addition intended to complement the material on the Cracker Underground in Unwired and not part of John Dunn's initial writeups.

Warezhouse 24 would be Connection: 3(13) (Base 3 + Membership 2 + Area 1 + Matrix 2) - I've made the Area of Influence limited to the Warezhouse 24 base of operations node hence only Area 1, however, were one to use the Warezhouse to recruit talent or hire botnets Area might even be considered global. As a rule of thumb the Area of Influence of a Virtual Contact should be in line with the group's actual function and effective ability to implement its agenda. This stat should be discussed with the gamemaster when taking a Virtual Contact.


Where do the extra 5 points come from for the Conenction rating of 13 for Warezhouse 24? 3+2+1+2 = 8.
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Ryu
post Aug 24 2008, 06:29 AM
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I assume that comes from the 6->1 reduction of the area rating, and that 3[8] is indeed correct. Right?
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Jhaiisiin
post Aug 24 2008, 06:47 AM
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Presently it's up to GM discretion. I could argue it both ways, adjusting any of the wrong attributes to the lesser or larger versions (5/10 vs 3/8, 7/12 vs 8/13, etc)

Personally I would put the cats at 5/10 for agility, because that's a cat's thing, being agile. Again totally up to the GM till we get a rulling.
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Ryu
post Aug 24 2008, 07:18 AM
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The antiquities and oddities dealer-contact misses a capitalisation.... its AniH, not anih. (IMG:style_emoticons/default/rotfl.gif)
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Coldan
post Aug 30 2008, 02:39 AM
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At the Group Contact table on page 124 the membership is referenced to a maximum of +6, but in the text at site 126 (large groups) and also at the example ratings in this thread, there are some with +8. So, is +6 (1.000+ members) the maximum or +8 (missing)?
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Cardul
post Sep 4 2008, 06:21 AM
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QUOTE (Jhaiisiin @ Aug 24 2008, 01:47 AM) *
Personally I would put the cats at 5/10 for agility, because that's a cat's thing, being agile. Again totally up to the GM till we get a rulling.


Spoken like someone who does not own the four legged freight-trains...er...any cats. Trust me, cats are NOT agile..they are just good at acting like they meant to..run into te chair, fall of the sofa, flip over the ball they were chasing....
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Aaron
post Sep 4 2008, 02:33 PM
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I'm thinking that unless a creature is good at all things defined by an attribute, I wouldn't give it a boost to the entire attribute.
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Isath
post Sep 4 2008, 03:37 PM
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Oh cats are quite agile, if they are allowed to be. As with humans talents get lost if you do not train them properly. Sure there are cats that are rather clumsy. Also we are not talking about housecats that, while still being basically agile, can "afford" a to be not and to have a more lazy lifestyle. However a maximum agility of 10 sounds a bit to much.
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Jhaiisiin
post Sep 4 2008, 06:40 PM
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Cardul, don't assume you know me. I do own a cat. She can turn on a dime, do a full twist mid air, leap from one high spot to another without falling or wobbling and balance on 2" wide surfaces (she's a moderate to large grey shorthair tabby). Your cat may be full of clumsiness, that doesn't mean all of them are. Cats are *known* for being agile. One exception doesn't disprove that. My friend has a cat with pigeon-toed back legs, and as a result is no where near as graceful as other cats. Each one is different, but as a general rule, they are more agile than say, a dog or a bear.
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Aaron
post Sep 4 2008, 07:51 PM
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QUOTE (Jhaiisiin @ Sep 4 2008, 12:40 PM) *
Cardul, don't assume you know me. I do own a cat. She can turn on a dime, do a full twist mid air, leap from one high spot to another without falling or wobbling and balance on 2" wide surfaces (she's a moderate to large grey shorthair tabby).

Sounds impressive, but is that a high Agility or Gymnastics rating?
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Jhaiisiin
post Sep 4 2008, 09:12 PM
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Both? Hehe
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Ned
post Sep 4 2008, 10:24 PM
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Unless I'm mistaken, the rules for Glamor seem to be missing.
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Rasumichin
post Sep 4 2008, 10:58 PM
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No, they're on p. 113.
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Wilcrez
post Sep 5 2008, 02:16 AM
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There's something I've found that doesn't make sense:
Page 93 of Runner's Companion, under Free Spirit Qualities it states "free spirits may choose any quality available to characters, except... any quality fromArsenal, Augmentation, or Unwired."
This would include the advanced rules for martial arts. Why couldn't some variety of spirit that is linked with warfare or martial arts itself know advanced martial arts techniques? I for one am including a house rule that allows specific qualities to be taken.

My other interesting not is that spirits apparently can't read a digital screen. I understand that they can't interpret simsense and AR-displays, but electronic displays on screens? Come on! This means they can't perceive light from a specific source with no explanation. I'm all for balance and keeping people from making elite-hacker spirits and such, but don't you think that's a little bit much? Can't I have a spirit who can at least own and operate a commlink? AR goggles shouldn't be a big deal either. They don't require the physiology that spirits lack, just the ability to perceive light and understand what's going on in front of your face. More house rules.
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Muspellsheimr
post Sep 5 2008, 03:02 AM
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QUOTE (Wilcrez @ Sep 4 2008, 08:16 PM) *
There's something I've found that doesn't make sense:
Page 93 of Runner's Companion, under Free Spirit Qualities it states "free spirits may choose any quality available to characters, except... any quality fromArsenal, Augmentation, or Unwired."
This would include the advanced rules for martial arts. Why couldn't some variety of spirit that is linked with warfare or martial arts itself know advanced martial arts techniques? I for one am including a house rule that allows specific qualities to be taken.

If I am understanding this correctly, this also means a Free Spirit could take Sensitive System, Sensitive Neural Structure, Scorched, Simsense Vertigo, etc.

When I finally get around to my Free Spirit re-write, I will be sure to include a specific list of Qualities they can & cannot take.
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Aaron
post Sep 5 2008, 03:16 AM
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QUOTE (Wilcrez @ Sep 4 2008, 08:16 PM) *
There's something I've found that doesn't make sense:
Page 93 of Runner's Companion, under Free Spirit Qualities it states "free spirits may choose any quality available to characters, except... any quality fromArsenal, Augmentation, or Unwired."
This would include the advanced rules for martial arts. Why couldn't some variety of spirit that is linked with warfare or martial arts itself know advanced martial arts techniques? I for one am including a house rule that allows specific qualities to be taken.

There's a thread around here somewhere that goes into that very question at ridiculous length. I'm sure you could do the same search I'd do to find it.

QUOTE (Muspellsheimr @ Sep 4 2008, 09:02 PM) *
If I am understanding this correctly, this also means a Free Spirit could take Sensitive System, Sensitive Neural Structure, Scorched, Simsense Vertigo, etc.

Er ... have you actually read page 93 in Runner's Companion?
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Muspellsheimr
post Sep 5 2008, 03:27 AM
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A while ago - I don't have access to it at the moment, so I was going off Wilcrez's post, as implied (if not stated) with the quote.
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Aaron
post Sep 5 2008, 03:43 AM
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Ah. Then I'll just tell you: the ellipsis in his quote removes a chunk of text that is not germane to his point but is quite relevant to yours. =i)
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HappyDaze
post Sep 5 2008, 10:26 PM
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What is the maximum Edge for Shapeshifters? Sapient Critters (excepting Sprites) are noted as having a maximum of 5, but Shapeshifters are almost a seperate entry, so I'm not sure that apples to them. Should Edge for Shapeshfiters be 1/6 (the default) or 1/5 (as per Sapient Critters)?

Also, where is the text for the Vulnerability Weakness noted for Shapeshifters and some Infected?
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Jhaiisiin
post Sep 6 2008, 01:45 AM
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AH mentioned that vulnerability was accidentally left out, and to treat it as an additional severe allergy for the time being. Shapeshifter edge I assumed was 1/6 as there was no text contradicting that (Sapient critters have their own section seperate, so I don't apply their info to shifters)
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Ned
post Sep 6 2008, 03:34 AM
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QUOTE (Rasumichin @ Sep 4 2008, 11:58 PM) *
No, they're on p. 113.


Ah, so they are. But in alphabetical order they are not. (IMG:style_emoticons/default/smile.gif)
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HappyDaze
post Sep 6 2008, 05:12 AM
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QUOTE
AH mentioned that vulnerability was accidentally left out, and to treat it as an additional severe allergy for the time being.

So they have double the usual allergy penalties?
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Jhaiisiin
post Sep 6 2008, 05:31 AM
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That's the workaround as I understood it. Basically treat is as a 20 point negative quality severe/common allergy. Errata should fix it for us though.
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HappyDaze
post Sep 6 2008, 06:00 AM
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I'm not really fond of that solution, but that seems to be all we have at the moment. So much of Runner's Companion seems rushed and shoddy...
QUOTE
Errata should fix it for us though.

That seems like something that they could put out pretty quickly - assuming it really was ready and intended to be in the book in the first place.
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