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> [SR3] SOTA: 2065
nezumi
post Jan 30 2007, 02:59 PM
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Something I was considering...

CP2020 (and really, most other cyberpunk games) have external frames or power armor. At the lowest level, this is just an aluminum frame the person wears, outfitted with gyros and motors to help lift objects he otherwise wouldn't be able to move (we've seen this IRL with the walker leg supports they made for army troops a few years back). At the upper level, it's 9 feet of hardened vehicle armor that fills in the role between troop and vehicles.

I was considering this last night and thought I'd be willing to make up rules for it. The problem is neither SR3 or SR4 (officially) has them, so obviously it would be moving well outside of established canon.

Would you like me to write up a few pages on this? Or is it better nixed?
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Jrayjoker
post Jan 30 2007, 03:06 PM
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QUOTE (nezumi)
Something I was considering...

CP2020 (and really, most other cyberpunk games) have external frames or power armor. At the lowest level, this is just an aluminum frame the person wears, outfitted with gyros and motors to help lift objects he otherwise wouldn't be able to move (we've seen this IRL with the walker leg supports they made for army troops a few years back). At the upper level, it's 9 feet of hardened vehicle armor that fills in the role between troop and vehicles.

I was considering this last night and thought I'd be willing to make up rules for it. The problem is neither SR3 or SR4 (officially) has them, so obviously it would be moving well outside of established canon.

Would you like me to write up a few pages on this? Or is it better nixed?

I know someone who would simultaneously drool, wet themselves, and have an "O" if you were to take the time to make rules and let him playtest them.
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Kagetenshi
post Jan 30 2007, 03:16 PM
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Sphynx
post Jan 30 2007, 04:44 PM
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Hmmm, Power Armour. I'm completely ok with the idea, but it should be written in a manner that discourages it for "shadowruns". Ie: No stealth rolls while wearing it, base TN of 4 to detect you if you're trying to be stealthy.

It doesn't go against Shadowrun concepts, but is something you expect the resistance to wear, not the runners. Also, I think it should be clearly stated that the Strength bonus is for lifting only, and treat it as Bone Lacing for using in Close Combat. However, those are just ideas and opinions. It doesn't have to be written like that for me to add it, those are just how I'd do it.
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Kagetenshi
post Jan 30 2007, 05:19 PM
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IMO it's a bad idea to have a "no stealth rolls while wearing" rule. Just give it appropriate negative modifiers to stealth tests (or bonuses to perception tests to detect, as desired).

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Sphynx
post Jan 30 2007, 05:48 PM
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Except Stealth is Open Ended. Maybe put a Threshold on the Open Ended test... Ie: You need to exceed the Perception test with more than 1 of your rolls....
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nezumi
post Jan 30 2007, 08:36 PM
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I was considering this. There would be several factors that come into play:

The external frame and power armor would decrease your overall speed. This limits your maximum running speed as well as your initiative. A legs-only frame only effects your running speed. This would not have any effect on astral or matrix initiative, obviously.

The larger frames and power suits would make noise. While the character can still be stealthy, anyone around them has to make a roll against a flat TN to hear the suit. So yeah, he might not be able to find you, but the constant "pffssshhhh pfffsshhhh" of pneumatics as you move tells him someone is there.

Much like the gyro suit, both frames give penalties in melee combat and to certain tests (like escape artist and athletics). Of course, if you're in a power armor suit, you're generally not especially worried about someone hitting you with a club. It's got vehicle armor.

All of these will have very high availability and cost. They're basically meant only for the military to tote around very heavy weapons. The external frames might possibly be available for cargo loading, but the only real advantage they'd have for a runner is they can carry out more loot and perhaps gyro-stabilization. It would largely only apply strength bonuses to non-melee strength tests (and we all know how many of those there are). So they'd be useful in some cases, but they wouldn't be uber, and it would help those people who feel there should be mech suits, but who would want to make them super powerful.
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Sir_Psycho
post Jan 31 2007, 01:21 AM
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Shouldn't they have a strength bonus? I want to crush some-one's face with piston-enhanced punches! Although obviously we don't want this to be crazy gundam style with rocket-boosters and such.

Actually, should we have rocket packs in SOTA65? That would b hilarious, and I'm sure they'd have the technology to make them work better than they do now, and be slightly more compact.
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Sphynx
post Jan 31 2007, 05:04 AM
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Sir_Psycho, that's the difference between Stun and Physical. ;)

Nezumi, sounds good.
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Sphynx
post Jan 31 2007, 11:04 AM
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BTW, for anyone doing art for the book, the page dimensions are the same as the books. This is a change from earlier where I started at 1024px wide.

Full pages are done 215mm wide, 280mm high, or 2539px x 3307px. Images should take that into consideration. Every page is written as a PSD so editting can be done later, and so it's easier to wrap words around non-square images without an inline setting. There are over 20 pages done on the book, pre-art. I imagine that number will get alot higher especially once we add art. Text is written in Francis font except for headers which are done in, I believe, Futura (I'll have to double check).

I never got comments from anyone on some of the ideas, primarily (my biggest concern since I don't want to seem to favor my favorite type of character) Psionicist. I assume there were no objections over the Magic BP since the core-thread had nothing but compliments from the days back when Doc Funkenstein started it. The Magic chapter is nearly completed.

I've opted to forego the Norse Magic idea, maybe next year in the 2066 edition. The Wireless stuff needs some serious discussion especially from a 'hacker' point of view. I think mjb has ironed out his Tracker/Logger idea for the Hackers chapter, just needs a clean writing. Advanced Character Generation with more Edges/Flaws and Half-Races/Metatypes wil be the next area I work on more seriously.
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Sphynx
post Jan 31 2007, 01:21 PM
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BTW, if you're still interested in leaving comments, I've posted up the psd's for the first few pages of the Psychic on my site:

Page 1
Page 2
Page 3

I won't promise that any comment suggested will be added, it's got to be in-theme and not anti-book (Ie: No comments about how gay psychic rules are :P), but I will do my best.

You think I should open a Comments thread for this? Or post here?
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nezumi
post Feb 1 2007, 10:45 PM
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I've begun doing some work, haven't finished. I plan on reviewing and adding a fourth suit, a purely industrial one like what we saw in the movie Aliens. As you can tell, even though they will be useful, none of them are really appropriate for Shadowruns. If you are using one, you probably are already using security armor and MMGs anyway, so it shouldn't seriously hurt your game.


[ Spoiler ]


Thoughts? I'll leave the Shadowtalk names and formatting to some other poor fool :P
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Sphynx
post Feb 2 2007, 07:09 AM
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Initially, every thing seems cool. Gimme 24 hours to mull over it though.
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nezumi
post Feb 4 2007, 03:14 PM
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I've finished my fourth frame. Unfortunately, it's taken a lot more space to write out than I hoped (the previous three were one page each). This, of course, is the first draft. I'm going to put them all away and read over them again next week to straighten them out, but I'd like to hear your comments first.

[ Spoiler ]
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Pendaric
post Feb 4 2007, 10:15 PM
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I have a concept matrix local that I use in my game. It's orginal ish but not exactly a sota piece as it is a matrix 'place'. Would you be interested?
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Sphynx
post Feb 5 2007, 08:17 AM
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I really like the Mule. Useful for coming in from under. Might consider adding in a limited scuba option to the Mule (working from underwater), which would, of course, require Scuba rolls. Is your wife working on schematic drawings for these?

Pendaric: I'll look at anything of course, if it's laid out in a professional manner.
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Sir_Psycho
post Feb 5 2007, 12:15 PM
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QUOTE (nezumi)
I've finished my fourth frame. Unfortunately, it's taken a lot more space to write out than I hoped (the previous three were one page each). This, of course, is the first draft. I'm going to put them all away and read over them again next week to straighten them out, but I'd like to hear your comments first.

[ Spoiler ]

Woah I'd tone down the damage for the Torch and drill. 14M is very hard. It would be fairly easy to get as far off a drill as needed to shrug it off. I understand it would be painful, but I resent that it would be easier to shrug off than a large caliber bullet.

Also, maybe the torch could have the damage toned down as well, but roll to cause ignition of flammable objects.
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nezumi
post Feb 5 2007, 03:50 PM
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QUOTE (Sphynx)
I really like the Mule. Useful for coming in from under. Might consider adding in a limited scuba option to the Mule (working from underwater), which would, of course, require Scuba rolls. Is your wife working on schematic drawings for these?

A SCUBA option... That would be interesting... I guess that'd be like a JIM suit then?

She's sort of wandered off to do some other artsy stuff for a bit and I'm afraid to ask her about SOTA65 since she's running on about four hours of sleep. She should be finishing up her other project this week though, so I'll poke her then.


QUOTE
Woah I'd tone down the damage for the Torch and drill. 14M is very hard. It would be fairly easy to get as far off a drill as needed to shrug it off. I understand it would be painful, but I resent that it would be easier to shrug off than a large caliber bullet.


Keep in mind, it's a five foot long, 60 pound drill meant for drilling through hardened material. Even using the "barrier ratings halved" rule I included, that means the drill, at minimum, needs a power of 8 (hardened materials have a rating of 32, divide by four). Would you like to expand on why the current value (10M) upsets you?

The torch I'm definitely open on. I don't know anything about welding. 12S might be high, but like I said, I have no idea.

Someone else pointed out that I neglected to put what skill is required to drive the Goliath *forehead smack* and asked about how one would make weapon hands for the Mule.
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Pendaric
post Feb 5 2007, 05:04 PM
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Two things I posted previously:
link
meta magic technique
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Sphynx
post Feb 5 2007, 07:12 PM
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Pendaric, I'd be interested in adding both. I think they're both good ideas, tomorrow when I have more time I'll address each one in their own thread. Assuming we agree for the most part on everything, all i need is your permission to put them in the book.
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nezumi
post Feb 5 2007, 09:09 PM
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QUOTE (Sphynx)
Ok, here's my current projects and ideas. 

The Wireless stuff which I've posted the pdf rules for, no comments so I assume, no objections?

Magic Build Point System which will include some changes from the current list of rules.

Psionics.  Breaking them down into 3 categories for ClairSentients, Telekinetics, and Telepaths, with the following rules.

  • ClairSentients cost 2BP and can cast only Detection Spells.  Their ThoughtForms replace Psychokinesis with Concealability.  Targets receive no Resistance Roll unless they are aware that the ClairSentient is attempting a Detection spell on them.
  • Telekinetic cost 2BP and can cast only Telekinetic Manipulation spells.  They reduce Target Modifiers for Sustaining a Telekinetic Manipulation spell by 2, which is compatable with Focused Concentration.  This reduces ONLY the target modifier, not the target number.  Means that a Telekinetic with Focused Concentration can sustain 2 spells without any negative modifier to their TNs.
  • Telepaths cost 2BP and can cast only Control Manipulation spells.  Their ThoughtForms replace Psychokinesis with Confusion and Fear.  They receive -1 to the Drain Level of Control Manipulation spells.
A

I was going to comment on the 2 BP thing, then read your Magic tradition creation rules, which I assume is what this is referring to.

"They reduce Target Modifiers for Sustaining a Telekinetic Manipulation spell by 2,"

The modifier for sustaining a manipulation already is 2. So they can sustain as many spells as they want for free? Not too bad a trade-off, considering how narrow telekinetic manipulations is as a category.

I wouldn't drop the Drain Level for Control Manipulations unless you make it clear that CMs are always detected by the caster. Control Manipulations are *THE* most powerful spells in the game, no question. Allowing someone to cast Control Thoughts on two or three fellows (since it's not hard to stage down 2M drain) is just asking for trouble.

With the half-races, do clarify in the rules that they aren't actually the results of an elf and a human or whatever, it's just a "lesser form" of the primary races. I think it would be interesting to throw in that say, a character was born to two human parents, but had faintly elven traits. He found that he was too elvish for humans, and too human for elves, and suffered even worse discrimination because of it.


QUOTE
Mana hardening - 3 points.
Characters with Mana Hardening are more resistant to Sorcery drain. Mana Hardening provides 1 additional die for Sorcery Drain resistance tests.

Spirit Hardening - 3 points
Characters with Spirit Hardening have the same extra die as those with Mana Hardening, except that it applies to Conjuring drain resistance tests instead.


Spirit hardening seems fine. Mana hardening I'd avoid though. We already have albino gnomes. How much do we want mages to outpace mundanes by anyway? 3 points is right at that level where I'm squeamish about it (it's kinda like toughness, except more useful), 4 points would be a little more comfortable.


Reading over your magic pdf...
"Cost: (1BP per 5 Spell Points)" I'd rewrite that 5 spell points per 1 BP

"You may purchase more than 1 tradition to follow." I'd write out the word 'one'

So let me try this out. I'm going to make a cool mage.

I spend 5 points for him to be awakened. (I assume this cannot be bought after character generation?)

I spend 5 points on a tradition (hermetic). (Is there a reason you allow multiple traditions to be bought? It seems to me that shamanism and hermeticism, for instance, are completely incompatible, and the idea of a shamanic/hermetic is ridiculous. Also, I'm guessing this isn't something I can buy after chargen, so why not just roll it into the points to be awakened in the first place?)

Hm... If I were a shape shifter, I'd only buy 2 points of magic so all my drain is physical and can be healed, but I won't do that. I'll buy 4 more points, since 5 is the optimal force for resisting drain. Can I increase this after chargen through any method other than initiation? Regardless, if I know I'm going to initiate anyway, there's no reason to blow extra points here. 4 or even 2 will be enough for now.

Adept powers: Hey cool, let me buy one of those. Instead of getting a vehicle skill, I'll spend 5 points and get the equivalent of wired reflexes for no essence cost. Oh, maybe I should spend it in astral armor, then I'll be an astral combat god.

Astral perception: Nah

Astral projection: Sure, 2 points.

Spell points: Hm... Let's stick to 5 BPs here, stick to the "standard".

Sorcery: I'll spend the 4 points, although I don't know what the "first school of magic" is for a hermetic. Clarification?

Conjuring:A bit more pricey. Why the price jump compared to sorcery? No matter, I'll spend 3 points so I can summon say... fire elementals. They're pretty cool.

So my total cost is...
29 points. Not bad. What have I traded off? My spell casting ability is normal, but I've lost a magic point in exchange for adept powers (not sure how many, there's no price, so I'll assume it's equal to my essence: 6). I can project not not perceive astrally, but I can only summon fire elementals. Now granted, this doesn't seem to match the "default" hermetic, which would costs... 34 points. An adept costs... 11? And now he can project for only 3 more points? Hrm... That seems off. A telepath in only one school is 29?


Related, what's with making magic cost 10 karma per point? Are you talking about the Magic rating? Why are you tossing out the initiation rules? Why no cap? Does this let me buy back points lost due to cyber? This bit I think is worth dropping.


I do like the modular magic idea. I like being able to make a character with potential, but no ability (yet) so he can develop it over time, but this seems a bit too modular. It's going the way of SR4, and there's a reason I don't play SR4. Some things really should be exclusive. Hermetics shouldn't be shamans, adepts shouldn't be able to astrally project, etc. I would put more limitations on what combinations of powers are allowed.
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nezumi
post Feb 5 2007, 09:21 PM
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I read over the wireless bit.

First note, don't forget to use spell check. There are a few minor misspellings that need to be tidied up. Secondly, I'd avoid the word "you" as well as the reference to "modern ipod players". None of the other source books use language like that, and I think we can benefit from holding ourselves to that standard of quality.

I'd consider splitting this up more. Generally the Game Information section refers to mechanics, and follows the colorful blurb. I don't see any reason to break this tradition. If you can write a page or two about living in the wireless world first, giving us a view of the devices and how they work, then half a page of Game Information, this will be more in-line with current books. Game information should be precise, using clear numbers for an objects weight and dimensions, as well as its price, upload speed, ACIFS rating, etc. It may be worth checking out the description of the Dataterm section of the Sprawl Survival Guide, where they write out all the functions of the trid and all the ways it can be used. They don't list the cost and dimensions for obvious reasons, but cover all the other information I'd care to know about it.

Because you're using wireless stuff, you'll need to specify where wireless technology is implemented, what kind of things it is generally used for, how the user interacts with it, and how quickly it moves. *I* understand what you're writing out because I've read SR4, but we need to write for new users who won't.
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nezumi
post Feb 6 2007, 01:45 AM
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Just so people are aware, as a GM, I do not go to the SOTA books for more powerful items for already powerful character types, nor do I go there looking for ways to make the existing ruleset simpler or more complex. The former I don't want at all because it unbalances stuff, the latter I'll look to rulebooks for (like the appropriate weapons or magic book, or SR3R). SOTA, for me, is valuable because it expands Shadowrun into areas it lacks. SOTA63 went into merc equipment, 64 went into spy equipment. So as a GM, when I come to this project, some of these ideas really excite me and some don't. Pentara's (sorry for misspelling that, if I did) new metamagic and watcher ball is very neat. It doesn't make the characters much more powerful, but it's colorful and fun. Sir Psycho's thoughts on cigs I really liked because I've always really wondered what's happened to tobacco. I hope he hasn't thought the lack of response means lack of interest. I'm waiting! Expanding the psionic rules desperately needs to be done.

I definitely feel like we need to focus on grabbing stuff that expands Shadowrun outwards, not upwards. Astral art, tobacco products, race wars and telepathy push outwards. It seems like much of the focus so far has been on magic. Could someone look more at things to help counter magical threats as well? The watcher ball I'd group in there, but are there any groups which have specialized in being anti-magic "assets"? Any new ground taken in bringing magical ability into modern technology (like with the astral camera we saw last year?) Any progress in making passive defenses stronger? We don't want to just boost magical options without boosting counter-magical options as well.

Overall though, I hope I've explained why I'll be very hesitant about some ideas and very supportive of others. The magic creation system, at it's core, I like. I have always wanted to be able to put 5BPs towards it then awaken during game play. But I don't feel like it belongs in a SOTA book. Don't throw it away, it's definitely of value! But consider whether a SOTA book is where you'd put it.
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Sphynx
post Feb 6 2007, 08:08 AM
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QUOTE
"They reduce Target Modifiers for Sustaining a Telekinetic Manipulation spell by 2,"

The modifier for sustaining a manipulation already is 2.  So they can sustain as many spells as they want for free?  Not too bad a trade-off, considering how narrow telekinetic manipulations is as a category.

I wouldn't drop the Drain Level for Control Manipulations unless you make it clear that CMs are always detected by the caster.  Control Manipulations are *THE* most powerful spells in the game, no question.  Allowing someone to cast Control Thoughts on two or three fellows (since it's not hard to stage down 2M drain) is just asking for trouble. 


Telekinetic Manip: The modifier is -2, not -2 per spell. So, sustaining 2 spells while casting a 3rd would incur a -2 (-4 + -2 ).

Control Manipulations: I assume you're referring to Influence there, since that's the only spell other than Control Emotions that the target isn't aware of being affected. I think changing it to your suggestion would not only defeat the purpose of the spell, but destroy any reason to play a Telepath. You're basically giving up all other spells in order to be good at the Influence spell. Even then, changing a force 5 2S to 2M isn't that large of a difference, since anyone who wants to focus on that spell will start with 8 dice to resist drain, rarely taking a light stun from casting it.

QUOTE

With the half-races, do clarify in the rules that they aren't actually the results of an elf and a human or whatever, it's just a "lesser form" of the primary races.  I think it would be interesting to throw in that say, a character was born to two human parents, but had faintly elven traits.  He found that he was too elvish for humans, and too human for elves, and suffered even worse discrimination because of it.


Good idea, but I didn't want to claim that it's not actually a result of inner-breeding, actually wanted to suggest that most 'half' race members are children of inner-bred races, but that it only increased the chances, wasn't the rsult of inner-breeding. (After all, most people that will want a half-elf character will want a human/elf parentage)

QUOTE

So let me try this out.  I'm going to make a cool mage.

I spend 5 points for him to be awakened.  (I assume this cannot be bought after character generation?)
Sounds fair enough
QUOTE


I spend 5 points on a tradition (hermetic). (Is there a reason you allow multiple traditions to be bought?  It seems to me that shamanism and hermeticism, for instance, are completely incompatible, and the idea of a shamanic/hermetic is ridiculous.  Also, I'm guessing this isn't something I can buy after chargen, so why not just roll it into the points to be awakened in the first place?)
Multiple Traditions was mostly for conjuring issues. For a Phoenix Shaman to summon Fire Elementals, he'd have to spend an extra 5 points to understand hermetic conjuring. For a FireHermetic to summon Spirits of the Fire, he'd have to know a but about Wuxing. And yes, I intended for it to be purchasable later.
QUOTE


Hm...  If I were a shape shifter, I'd only buy 2 points of magic so all my drain is physical and can be healed, but I won't do that.  I'll buy 4 more points, since 5 is the optimal force for resisting drain.  Can I increase this after chargen through any method other than initiation?  Regardless, if I know I'm going to initiate anyway, there's no reason to blow extra points here.  4 or even 2 will be enough for now.
Yes, this can be raised to your natural maximum via Karma.
QUOTE


Adept powers:  Hey cool, let me buy one of those.  Instead of getting a vehicle skill, I'll spend 5 points and get the equivalent of wired reflexes for no essence cost.  Oh, maybe I should spend it in astral armor, then I'll be an astral combat god.

It's 1BP to 'BE' an Adept. 2 additional BP per Power Point, so essence free wired reflexes cost you 10BP plus the cost of being an Adept.

(PS. I see I forgot to include Power Point costs in the pdf, will fix that asap.
QUOTE

Astral perception: Nah

Astral projection:  Sure, 2 points.

Apparently I forgot to edit in the PreRequisite of Astral Perception as stated in the initial thread, again thanks. I'll add that ASAP. :P Anyhows, cost of character is +12 over your calculations at this point due to my errors.
QUOTE


Spell points:  Hm...  Let's stick to 5 BPs here, stick to the "standard".

Sorcery: I'll spend the 4 points, although I don't know what the "first school of magic" is for a hermetic.  Clarification?

Conjuring:A bit more pricey.  Why the price jump compared to sorcery?  No matter, I'll spend 3 points so I can summon say...  fire elementals.  They're pretty cool.
Again, a mistake on my part. Should have been 1, 2, 4 not 1, 3, 5. Will fix, now you're only at +11 instead of +12. :P
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So my total cost is...
29 points.  Not bad. 
40 by the intended procedure.
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What have I traded off?  My spell casting ability is normal, but I've lost a magic point in exchange for adept powers (not sure how many, there's no price, so I'll assume it's equal to my essence: 6).  I can project not not perceive astrally, but I can only summon fire elementals.  Now granted, this doesn't seem to match the "default" hermetic, which would costs...  34 points.  An adept costs...  11?  And now he can project for only 3 more points?  Hrm...  That seems off.  A telepath in only one school is 29?

Obviously I need to clean that pdf up some.
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Sphynx
post Feb 6 2007, 08:37 AM
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Sorry for the double post, noticed I forgot to answer this question:
QUOTE
Sorcery: I'll spend the 4 points, although I don't know what the "first school of magic" is for a hermetic.  Clarification?

Not First school. One school of magic, and should be clariffied to 1 Category of Magic. My mistake.
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