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> Resisting Toxins: Cybergear, etc
Voran
post May 24 2006, 11:35 AM
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I'm curious on how people play this. Same as written in the book? Defensive cyber/bio simply adding dice to a resist check rather than the 'old' SR3 way of reducing power of the toxin?

Or any interesting house rules?
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Kanada Ten
post May 24 2006, 01:39 PM
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I suppose you could treat it as armor, as well. The DV is stun if the toxin's power doesn't beat the combined ratings of applicable defenses?
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FrankTrollman
post May 24 2006, 05:43 PM
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Personally, I let the toxin extractor reduce the power level of toxins. The power levels on toxins are huge and an extra 3 dice in resisting them is essentially a cruel hoax.

I also use a much more complex system of toxins, in which the power level of toxins is divided into discreet units across its time frame and resisted separately. That way people can get knocked unconcious by Neuro stun without necessarilly getting killed.

-Frank
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