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> Cheesy Sustained Improved Reflexes, The spell and a sustaining focus combined
ornot
post Feb 2 2009, 11:10 AM
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Focus addiction is RAW, wheras wires have no RAW longterm disadvantage. I think it is reasonable to impose a focus addiction to a mage who keeps his spell up continually, just as it would be reasonable to impose drug addiction if a player said he was going to boost his IP with drugs all the time, slapping another derm when the old one runs out.

I have a mage who only pulls out the Imp Reflexes sustaining focus combo when he is going into combat. He also takes Psych whenever he expects to be sustaining a lot of spells. IMO he is in more danger from a Psych addiction than he is of focus addiction, but if he was to wander around with his foci powered up all the time, that's another matter.
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FriendoftheDork
post Feb 5 2009, 06:59 AM
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The only problem with this obvious combo is that you can cheaply get 4 ips long before the street sammie or adept.
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pbangarth
post Feb 5 2009, 08:19 AM
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I'm curious. How much better are 4 IPs over 3 IPs? How often is a local combat over by the 3rd IP?

These questions lead to my bigger question. Is it really worth worrying about whether magicians get a 4th IP before mundanes do? If it isn't all that important to have a 4th IP, then all this fussing over that 4th IP is a waste of time and effort.
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toturi
post Feb 5 2009, 08:54 AM
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QUOTE (FriendoftheDork @ Feb 5 2009, 02:59 PM) *
The only problem with this obvious combo is that you can cheaply get 4 ips long before the street sammie or adept.

How do you figure that?
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ornot
post Feb 5 2009, 09:38 AM
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Even without the focus, a mage can take the Improved Reflexes spell at char gen, and it is trivial to cast it at a high enough force to get 4 IPs. Admittedly picking up the focus then costs substantial nuyen and a little karma, but one doesn't need to. -2 dice is nothing much if one has a high enough dice pool anyway. The only place the spell falls down is that it doesn't provide the reaction bonus, but frankly, by RAW, that's of negligible importance. Most PC mage's will just cast 4 stunballs or similar a turn, which doesn't need reaction.

Frankly, I find that by rendering extra IPs are rendered less important, this whole issue goes away.
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Stahlseele
post Feb 5 2009, 10:45 AM
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just up drain for each spell cast in succession a bit?
maybe +1 for the second, +2 for the third, +3 for the fourth spell?
or something along those lines?
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Tomothy
post Feb 5 2009, 11:08 AM
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I'd have my spirit of man cast it on me anyway, so I wouldn't be taking any drain and I wouldn't have to sustain the spell either...
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ornot
post Feb 5 2009, 11:31 AM
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Per RAW the highest force required is 4, giving a drain of 4DV (F/2+2). Any changes would be a houserule, and while the spell could stand to be nerfed a bit, I don't want a big book of ammendments and houserules alongside my BBB if I can avoid it, so prefer not to institute little fixes for individual spells.

Having a spirit cast the spell is an easy and cheap way around sustaining foci, but does mean that you can't have the spirit cast any other spells. That being said, a PC in my campaign does use that technique to buff himself, with the armour spell, however.
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AllTheNothing
post Feb 5 2009, 12:04 PM
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QUOTE (Stahlseele @ Feb 5 2009, 11:45 AM) *
just up drain for each spell cast in succession a bit?
maybe +1 for the second, +2 for the third, +3 for the fourth spell?
or something along those lines?

I don't know in the 3rd ed (what you play right?) but in the 4th ed when you cast it the effect is determined by the number of hits scored: you need 2 hits for +1 initiative +1 IP (and so at least a force 2 spell), 3 hits for +2 initiative +2 IP (and so at least a force 3 spell), 4 hits for +3 initiative +3 IP (and so at least a force 4 spell); being that sustaining foci have an aviability of (Force x 4)R you need the Restricted Gear quality to have force 4 one at chargen (for the meager price of 40'000 (IMG:style_emoticons/default/nuyen.gif) , or 20 months of low lifestyle).
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Rad
post Feb 5 2009, 04:03 PM
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Don't know about other people's games, but with my group combat rarely seems to last past the second phase--and if it does, things have gone very wrong. Honestly, I'd been kicking my self for spending all that karma boosting my adept's improved reflexes power to 2.

Also, regarding the improved reflexes spell, the lack of an actual reflex boost does make a big difference--on defense rolls. While every other IP boost in the game makes it easier for you to dodge attacks, that spell doesn't, which can make it a little tough to live long enough to use those extra passes.
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Fuchs
post Feb 5 2009, 04:33 PM
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It also depends on how big dicepools are, and how big a factor modifiers are - cover, visibility, movement. I suspect a lot of times, combat is cut short because several modifiers were not applied.

If you're replaying the shootout at the OK Corral, combat rarely lasts long. If you're used to take cover first, then get a fix on the enemy, move, and shoot, combat last a lot more rounds.

One big advantage of having more IPs is that you can use the full defense action and still get to attack the slower enemies.
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Rad
post Feb 5 2009, 05:05 PM
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True, though melee builds with the right choice of maneuvers can full-parry for free.

Part of it is escalation, our group's gotten to the point where all it takes is one or two hits from either side to bring somebody down, so usually things are over one way or the other by the end of the second IP. Cover and whatnot are regularly used, but between the tacnet, the host of drones, sensors, weapons, and equiptment we have, and the number of players in our group, it's hard to get us in a situation we don't have a response to--and as a result the GM has to be equally deadly with the threats he sends us.

Closest we came was last run when we got ambushed by a rival shadowrunner team--all prime runners with more karma and gear than us, lying in wait at the airport. That went into the 4th IP, if I recall. We lost a few vehicles, and a few of our guys took some damage, but we geeked the mage with a rocket barrage and got the rest to retreat--then called Hong Kong security and fed them select trid footage of the apparent "terrorist group" running amok at the airport. (We cut out our half of the fight to make it look like they were just tearing up the place.)
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JFixer
post Feb 5 2009, 09:24 PM
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QUOTE (Browncoatone @ Jan 29 2009, 02:35 AM) *
... If PC mages are allowed to do that then NPC mages will have to match them to compete and pretty soon your cyberthugs are going to be sitting on the sidelines because with superhuman willpower and reflexes the mages are casting 4 fireballs every 3 seconds.


Split dicepool = 8 fireballs

Dodge that.

Why should mages not be allowed to boost their abilities and act more frequently? How is one F6 manabolt worse than a 6p+Long Burst attack from a Sam? Worse, the Sam has NO possibility of blowing his own head up or knocking himself out!

Smart Mages stack themselves up a couple sustaining foci (smart mages literally, as the amount of Active Foci you can have is limited by your Logic!) to hold up their Improve Willpower and Improve Reflex Spells, and likely another one for Improved Invisibility, and ONE MORE if they can afford it for Improved 'Drain Resisting Stat Of Choice'. This lets the magician get away with 2, 3, even 4 spells in a round, just like the Cyber Sam.

Only it's cost him 3x as much nuyen, AND Karma to bond the focuses.

Full Auto Sam = Better than mage for damage dealing. Period. The math simply doesn't stack up. Not even with the semi-unresistable direct damage spells. Not even casting EIGHT of them in a round. And remember to stack those vision penalties and the 'second target' penalties as well.
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JFixer
post Feb 5 2009, 09:45 PM
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QUOTE (Glyph @ Jan 31 2009, 08:40 AM) *
The "unlimited" cap on Magic is something that will only matter in really long-running or high-powered campaigns. It still bugs me, though, because it jars with the rest of the game. I would cap it a bit higher than some of the house rules I have seen here, but I would cap it, myself. Metahumans should have a hard limit to how much Magic they can channel. Even great dragons and IEs should have limits, even if they are a bit higher than the "normal" ones.



This argument has made no sense to me since it was first brought up.

You do realize that for a piddly four dice bonus to your Magic, you have /become a household name/, with Trid-Shows based on your exploits, and you have increased NO other skills or abilities? You are a /base starting character/ with +4 Magic and 4 initiation grade.

10+30xInitation Grade is the formula.
Grade 1: 40Karma (40Karma)
Grade 2: 70Karma (110Karma)
Grade 3: 100Karma (210Karma)
Grade 4: 130Karma (340Karma)

Let's NOT EVEN ASSUME that you have started with a maximum magic rating for this yahoo.

Magic 5: 15Karma
Magic 6: 18Karma (33)
Magic 7: 21Karma (54)
Magic 8: 24Karma (78)

So for (78+340=418)Karma you have gained Initiation 4. That means +4 Dice to Magical Actions. You still knock yourself out resisting drain. You havn't learned ANY new spells. You havn't bound any foci. You still have all your starting attributes and skills (with the notable exclusion of Magic) and you havn't spent any Karma on making any of your spells quickened or using Karma for anything else. Your Street Rep is 42. Your Public Awareness is /14/. It becomes impossible to get a job with a PA of 14. The only people that want to hire you are in Bollywood and LA.

Achieving PA of 10 is pretty much game over for the Shadowrunner. Time to hang up your hat and retire. These people are Charles Bronson, Rambo, David Copperfield, Madonna, and Donald Trump. They're Bruce Lee, Penn & Teller, Billy Gates, and Al Unser Jr... These aren't the people you hire to take out your dirty laundry, they're the people you hire to model for trids and consult on 'the real gritty atmosphere of the life of the shadowrunner'. Or in the case of mr Magic 8 Initiate Grade 4 Hypermage, 'whats it really like out there in the deepest realms of magic'?

Of course his only response is "Dunno. I went on runs and raised my initiate grade. I never /actually/ raised my Assenssing or Astral Combat above 2.."

Even if you did take 30% off the cost of the initiation, it's still 238. That's still 316 Karma and a PA over 10 for taking group initiation and extra limitations and sacrifices and quests during two of their initiations. Worse, you're looking at 155Karma /just/ for the Adepts NEXT INITIATIVE PASS. How's that fair? 155? That's like 31 runs... Who even survives that long?
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Fuchs
post Feb 5 2009, 09:59 PM
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You misplaced a decimal there.

SR4, p. 189: "The cost to initiate is equal to 10 + (Grade x 3) in Karma points. Characters who wish to initiate must pay that cost in order to achieve their new grade."

So, Initiate Costs are:
Grade 1: 13 karma
Grade 2: 16 karma
Grade 3: 19 karma
Grade 4: 22 karma
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Adarael
post Feb 5 2009, 10:13 PM
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Not to mention that the standard rules for public awareness are totally f'ing dumb, and should be used as a last-ditch guideline, not as a literality. The concept that the public becomes aware of you based on how much karma you earn, regardless of how you earn it, or how many times you change your face? Yeah, please ignore that. It's nonsensical in the extreme.
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AllTheNothing
post Feb 5 2009, 10:52 PM
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QUOTE (JFixer @ Feb 5 2009, 10:45 PM) *
This argument has made no sense to me since it was first brought up.

You do realize that for a piddly four dice bonus to your Magic, you have /become a household name/, with Trid-Shows based on your exploits, and you have increased NO other skills or abilities? You are a /base starting character/ with +4 Magic and 4 initiation grade.

10+30xInitation Grade is the formula.
Grade 1: 40Karma (40Karma)
Grade 2: 70Karma (110Karma)
Grade 3: 100Karma (210Karma)
Grade 4: 130Karma (340Karma)

Let's NOT EVEN ASSUME that you have started with a maximum magic rating for this yahoo.

Magic 5: 15Karma
Magic 6: 18Karma (33)
Magic 7: 21Karma (54)
Magic 8: 24Karma (78)

So for (78+340=418)Karma you have gained Initiation 4. That means +4 Dice to Magical Actions. You still knock yourself out resisting drain. You havn't learned ANY new spells. You havn't bound any foci. You still have all your starting attributes and skills (with the notable exclusion of Magic) and you havn't spent any Karma on making any of your spells quickened or using Karma for anything else. Your Street Rep is 42. Your Public Awareness is /14/. It becomes impossible to get a job with a PA of 14. The only people that want to hire you are in Bollywood and LA.

Achieving PA of 10 is pretty much game over for the Shadowrunner. Time to hang up your hat and retire. These people are Charles Bronson, Rambo, David Copperfield, Madonna, and Donald Trump. They're Bruce Lee, Penn & Teller, Billy Gates, and Al Unser Jr... These aren't the people you hire to take out your dirty laundry, they're the people you hire to model for trids and consult on 'the real gritty atmosphere of the life of the shadowrunner'. Or in the case of mr Magic 8 Initiate Grade 4 Hypermage, 'whats it really like out there in the deepest realms of magic'?

Of course his only response is "Dunno. I went on runs and raised my initiate grade. I never /actually/ raised my Assenssing or Astral Combat above 2.."

Even if you did take 30% off the cost of the initiation, it's still 238. That's still 316 Karma and a PA over 10 for taking group initiation and extra limitations and sacrifices and quests during two of their initiations. Worse, you're looking at 155Karma /just/ for the Adepts NEXT INITIATIVE PASS. How's that fair? 155? That's like 31 runs... Who even survives that long?

Actualy reading the BBB at p.189 (4th ed) the initiation cost is 10 + (GRADE x 3) so:
Grade 1: 13 Karma (13 Karma)
Grade 2: 16 Karma (29 Karma)
Grade 3: 19 Karma (48 Karma)
Grade 4: 22 Karma (70 Karma)

Which means that it takes "only" 148 karma to reach a Magic attribute of 8 and an Initiate grade of 4 (by the way Magic has a cap of essence + initiate grade, due the fact that "off the rack" people have an essence score of 6 you could have a Magic attribute of 8 with an initiate grade of 2 saving 41 karma); being Street Cred 1/10 of the karma gained (round up) + various modifiers depending on how the character is played it would be a Street Cred of 15+ (11+ if only 2nd grade initiate) which would be a Public Awarness of 5+ (4+ if only 2nd grade initiate), which is still high. However you have to take in account that reputations rules aren't one of the best conceived part of the rules and usualy (at least in the groups that I've played with) notoriety is a part of the story, you got broadcasted midrun, it goes up (and the street cred down), you do something that becomes a legend in the shadows, it might go up (some people catch the buzz of something big has happened), not because I've done 10'000 shitty runs and so I've put together X experience, enough to be a celebrity (hell just think about someone that does alot of city hopping, maybe he/she has a decent reputation in all the cities he/she visited but even with the matrix his/hers actual experience far excides what people are able to put together).
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Dreadlord
post Feb 5 2009, 10:52 PM
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In my game, it isn't a big deal 1) because the players naturally decided that 3 passes for everyone was kewl, since the system pretty much penalizes heavily for the 4th one, and 2) the spell says it is a THRESHOLD that must be reached, and I ruled that like all other Thresholds in the game, if you FAIL to get enough hits, the attempt also FAILED. So the mage can take Drain for a spell that failed to reach the Threshold he set BEFORE CASTING THE SPELL. Since getting 4 successes is no easy thing EVERY TIME, he usually chooses to go at Force 3/Threshold 3 or less, just to be sure he gets it.

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AllTheNothing
post Feb 6 2009, 12:21 AM
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QUOTE (Dreadlord @ Feb 5 2009, 11:52 PM) *
In my game, it isn't a big deal 1) because the players naturally decided that 3 passes for everyone was kewl, since the system pretty much penalizes heavily for the 4th one, and 2) the spell says it is a THRESHOLD that must be reached, and I ruled that like all other Thresholds in the game, if you FAIL to get enough hits, the attempt also FAILED. So the mage can take Drain for a spell that failed to reach the Threshold he set BEFORE CASTING THE SPELL. Since getting 4 successes is no easy thing EVERY TIME, he usually chooses to go at Force 3/Threshold 3 or less, just to be sure he gets it.

In my games the you set the force and it just caps the maximum number of hits, than the actual number of hits determines how good the spell is; so with a force 4 Increase Reflexes with two hits you still gain an extra IP, with three hits two extra IPs and with four you get the trird extra IP.
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pbangarth
post Feb 6 2009, 04:37 AM
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(IMG:style_emoticons/default/wink.gif)
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The Jake
post Feb 6 2009, 05:17 AM
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QUOTE (FriendoftheDork @ Feb 5 2009, 06:59 AM) *
The only problem with this obvious combo is that you can cheaply get 4 ips long before the street sammie or adept.


Umm... no.

QUOTE (AllTheNothing @ Feb 5 2009, 12:04 PM) *
I don't know in the 3rd ed (what you play right?) but in the 4th ed when you cast it the effect is determined by the number of hits scored: you need 2 hits for +1 initiative +1 IP (and so at least a force 2 spell), 3 hits for +2 initiative +2 IP (and so at least a force 3 spell), 4 hits for +3 initiative +3 IP (and so at least a force 4 spell); being that sustaining foci have an aviability of (Force x 4)R you need the Restricted Gear quality to have force 4 one at chargen (for the meager price of 40'000 (IMG:style_emoticons/default/nuyen.gif) , or 20 months of low lifestyle).


And an adept can dump all his magic points into Improved Reflexes if he really wants and get 4 IP. Sure he gets nothing else really, but it can be done.

Taking this argument however, whats stopping an adept getting a rank 2 Power Focus at chargen, binding it and getting Improved Reflexes (3) and putting the spare points into additional abilities??


- J.
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toturi
post Feb 6 2009, 06:22 AM
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QUOTE (The Jake @ Feb 6 2009, 01:17 PM) *
And an adept can dump all his magic points into Improved Reflexes if he really wants and get 4 IP. Sure he gets nothing else really, but it can be done.

Taking this argument however, whats stopping an adept getting a rank 2 Power Focus at chargen, binding it and getting Improved Reflexes (3) and putting the spare points into additional abilities??


- J.

Ehhh... Apart from the fact that an adept can't learn/cast spells?
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Glyph
post Feb 6 2009, 06:36 AM
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Even in SR3, when power foci added directly to the effective Magic rating, they did not give you extra power points.

However...an adept can still get improved reflexes: 3 and have either one more power point for other goodies, or one point of Essense in bioware (such as using the restricted gear quality to get muscle toner: 4, and adding a reflex recorder for a skill group). And that adept can also take the restricted gear quality, again, to get a Force: 4 weapon focus on top of that. Yeah, blowing 5 power points on initiative is not the most optimal adept build, but they still don't have to be mere one-trick ponies if they do so.
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Muspellsheimr
post Feb 6 2009, 07:53 AM
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QUOTE (AllTheNothing @ Feb 5 2009, 03:52 PM) *
Actualy reading the BBB at p.189 (4th ed) the initiation cost is 10 + (GRADE x 3) so:
Grade 1: 13 Karma (13 Karma)
Grade 2: 16 Karma (29 Karma)
Grade 3: 19 Karma (48 Karma)
Grade 4: 22 Karma (70 Karma)

Which means that it takes "only" 148 karma to reach a Magic attribute of 8 and an Initiate grade of 4 (by the way Magic has a cap of essence + initiate grade, due the fact that "off the rack" people have an essence score of 6 you could have a Magic attribute of 8 with an initiate grade of 2 saving 41 karma); being Street Cred 1/10 of the karma gained (round up) + various modifiers depending on how the character is played it would be a Street Cred of 15+ (11+ if only 2nd grade initiate) which would be a Public Awarness of 5+ (4+ if only 2nd grade initiate), which is still high. However you have to take in account that reputations rules aren't one of the best conceived part of the rules and usualy (at least in the groups that I've played with) notoriety is a part of the story, you got broadcasted midrun, it goes up (and the street cred down), you do something that becomes a legend in the shadows, it might go up (some people catch the buzz of something big has happened), not because I've done 10'000 shitty runs and so I've put together X experience, enough to be a celebrity (hell just think about someone that does alot of city hopping, maybe he/she has a decent reputation in all the cities he/she visited but even with the matrix his/hers actual experience far excides what people are able to put together).


Magical Group: 5 Karma
Grade 1: 7 Karma (12)
Grade 2: 9 Karma (21)
Grade 3: 11 Karma (32)
Grade 4: 13 Karma (45)
Magic 6: 18 Karma (63)
Magic 7: 21 Karma (84)
Magic 8: 24 Karma (108)

Street Cred 11; Public Awareness 3


Also, while I do agree that the public awareness rules are generally stupid, they do work (more or less), & any character that becomes famous this way is fucking retarded. Note: Public Awareness increases as Street Cred / Notoriety increases - you can decrease Street Cred to remove Notoriety, & thus reduce Public Awareness.
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raggedhalo
post Feb 6 2009, 10:26 AM
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Your numbers for the first two gradesare off:

Magical Group: 5 Karma
Grade 1: 8 Karma (13)
Grade 2: 10 Karma (23)
Grade 3: 11 Karma (34)
Grade 4: 13 Karma (47)
Magic 6: 18 Karma (65)
Magic 7: 21 Karma (86)
Magic 8: 24 Karma (110)

You round up, no? So 7.8 becomes 8, 9.6 becomes 10, and so on. And that assumes an ordeal at each initiation.
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