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> Questions, What I've thought of so far...
Fortune
post Aug 9 2007, 11:24 PM
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QUOTE (Ancient History)
Your hands count as living material too. So no enchanting.

Damn! There goes those authentic Magic Fingers. :(
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streetangelj
post Aug 10 2007, 12:11 AM
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But then what about the Yakuza Tatoo Foci (usually Sustanining) from the fluff?

And like I said, I don't see RAW limits on those attributes except in the creation stage, these nothing stating a limit in that section. CORRECTION: Magic and Resonance is limited to 6+Grade/Submersion in the Karma section, but I don't see any limits on Grade/Submersion anywhere. There does not apper to be any limit to Edge other than Karma cost.
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Fortune
post Aug 10 2007, 12:15 AM
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QUOTE (streetangelj)
But then what about the Yakuza Tatoo Foci (usually Sustanining) from the fluff?

Tattoo Magic is a variation of the Quickening Metamagic.
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Fortune
post Aug 10 2007, 12:18 AM
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QUOTE (streetangelj)
There does not apper to be any limit to Edge other than Karma cost.

Other than the (pretty much global) Attribute cap, which as I stated above is 6 (7 for Humans), or 7 and 8 respectively if the character has the Lucky Quality.

Other than Magic and Resonance, no Attribute can be purchased up past the natural Attribute limit. There are ways to augment that limit with some Attributes, but Edge is not one of them, and you are therefore stuck with the maximums listed above.
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Ancient History
post Aug 10 2007, 12:18 AM
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QUOTE (streetangelj @ Aug 10 2007, 12:11 AM)
But then what about the Yakuza Tatoo Foci (usually Sustanining) from the fluff?

Quickening materials in Street Magic. See relevant history here.

QUOTE
And like I said, I don't see RAW limits on those attributes except in the creation stage, these nothing stating a limit in that section. CORRECTION: Magic and Resonance is limited to 6+Grade/Submersion in the Karma section, but I don't see any limits on Grade/Submersion anywhere. There does not apper to be any limit to Edge other than Karma cost.

There are no limitations on the number of times that a metahuman may submerge/initiate.

Check p.73, the metatype maximum for Edge is 6 (7 for humans). That's a hard limit, not just at chargen.

[/edit] Scoop-ed.
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Fortune
post Aug 10 2007, 12:20 AM
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QUOTE (Ancient History)
Scoop-ed.

Twice! :D ;)
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Ancient History
post Aug 10 2007, 12:25 AM
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Yeah, but I got a page reference and a link!
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streetangelj
post Aug 10 2007, 12:26 AM
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Thanks for clearing the tatoo thing up. But you can't buy your stats above the (racial modified) 6 or 7-8 (with the quality and the genetech) anymore? That's a major departure fom all previous editions; sure it got expensive, but it was possible.
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Demerzel
post Aug 10 2007, 12:28 AM
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QUOTE (Fortune)
There are ways to augment that limit with some Attributes, but Edge is not one of them, and you are therefore stuck with the maximums listed above.

I'm bummed Augmentation didn't include a Shamrock Enima +1 Edge 0.2 essence.
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Ancient History
post Aug 10 2007, 12:30 AM
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Look at the table on p.73 - the number to the right of the slash and to the left of the parentheses is the maximum you can raise the attribute with Karma (not counting Exceptional Attribute, which can shift it up one). The number in parentheses is the maximum the attribute can be period - that's using magical spells, adept powers, cyberware, bioware, you name it. You cannot buy it up to that amount with Karma.

Yes, it does present a bit of a difference from previous editions, but the point was never to get a row of solid 9's on your stat block anyway.
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Ancient History
post Aug 10 2007, 12:32 AM
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QUOTE (Demerzel)
QUOTE (Fortune @ Aug 9 2007, 05:18 PM)
There are ways to augment that limit with some Attributes, but Edge is not one of them, and you are therefore stuck with the maximums listed above.

I'm bummed Augmentation didn't include a Shamrock Enima +1 Edge 0.2 essence.

Heh. There's a story there that might be told one day. But not today.
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Fortune
post Aug 10 2007, 12:32 AM
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QUOTE (streetangelj)
But you can't buy your stats above the (racial modified) 6 or 7-8 (with the quality and the genetech) anymore? That's a major departure fom all previous editions...

Yes, it is a departure, but not as much as the Skill caps.
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streetangelj
post Aug 10 2007, 12:44 AM
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Just found the skill caps in the Karma section (I obviously did not comprehend the book as thoroughly as I thought the first time I read it). What the hell are mundanes supposed to do with their Karma in a long-running campaign?
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Rotbart van Dain...
post Aug 10 2007, 12:54 AM
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A few days ago, I complelty rebuild an former Spanish Legion Electronic Warfare specialist.
Using 600 BP and 775 Karma, there are primary and secondary fields that character still can expand...

Skills cost an insane amount of Karma in SR4.
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Ol' Scratch
post Aug 10 2007, 12:55 AM
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The most common thing is to simply buy more skills. There's no limit on the number of skills you can have, and there is no limit on the number of Knowledge Skills in the game either.
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PlatonicPimp
post Aug 10 2007, 12:55 AM
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Diversify, buy edge up to crazy levels, Give it to free spirits in trade.
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Fortune
post Aug 10 2007, 01:14 AM
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Karma for Cash also works for some people's games.
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Critias
post Aug 10 2007, 04:40 AM
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QUOTE (streetangelj)
Just found the skill caps in the Karma section (I obviously did not comprehend the book as thoroughly as I thought the first time I read it). What the hell are mundanes supposed to do with their Karma in a long-running campaign?

Be good at everything, instead of great at anything.
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deek
post Aug 10 2007, 12:40 PM
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QUOTE (streetangelj)
Just found the skill caps in the Karma section (I obviously did not comprehend the book as thoroughly as I thought the first time I read it). What the hell are mundanes supposed to do with their Karma in a long-running campaign?

Depends on what you consider long-running. I've been running a campaign for over a year, every other week (so about 26 sessions) and I give out a base 10 karma per session just for attending (much higher than normal rewards). Average karma rewards per session are 12-14, although I have given out 16 once.

So, with all that karma rewarded, you might think everyone is maxed out...but they are not. There is a hacker/shooter, an adept shooter, a mage and a sammie...the adept is just now hitting his first initiation the mage has learned 1-2 spells and increased his magic and spellcasting. The rest have been working on getting attributes raised, but there is a LOOOOOOONG way to go before anyone even has a 5 in every attribute, let alone skills they started with.

I think you'd be playing a long time, 3-5 years, weekly sessions, before you would run out of things a mundane would want to spend karma on, IMO.
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Ophis
post Aug 10 2007, 03:18 PM
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I've modded over some characters from old games, and given them karma (lots of karma). The Highest level is about 900 karma (from a very long campaign) and I have reduced the cost of skills somewhat. The street samurai type has run into the problem of what to spend next, at about 850 karma. He's pumped his knowledges and languages but he still has stuff that isn't maxed. Under normal progression rules I expect this to happen around 1000 karma. I will admit that the character in question does have a good diverse range of skills (I encourage this) complete mono focus characters would hit max very early.

edit : - The session times on that much karma would on normal awards (5-6 in my games) are about 140-170 for 850 and 166-200 for 1000. That sounds like a good campaign length to me.
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PlatonicPimp
post Aug 10 2007, 05:08 PM
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140-170 session? Dear god, I haven't participated in that many sessions over the last 10 years of Role playing. My record for a single campaign is 2 dozen sessions.
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Ophis
post Aug 11 2007, 10:49 AM
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I'm lucky I end up with very long campaigns. One campaign probably broke 100 is just over a year, but we played that several nights a week.
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Zhan Shi
post Aug 23 2007, 02:08 AM
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IMO, adepts can have mentor spirits. Otherwise, why would there be a "Shamanic Adept" in Street Magic?
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Kyoto Kid
post Aug 23 2007, 02:23 AM
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...geez I gotta win the Megabucks so I can quit my job and get into a long running campaign again. The highest Karma character I ever had was my namesake (just over 300), but part of that came from the two Harlequin Karma hauls.

The longest campaign I participated in as a player was in the "advanced" version of the game that should not be mentioned (5 RL years playing weekly back when I was in college the second time).

The longest campaign I ran as a GM was one related to an SF story I was writing at the time that used a heavily houseruled version of FGU's Space Opera (2.5 RL years weekly, sometimes twice weekly - same college timeframe as above).
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BattleJester
post Aug 24 2007, 02:12 AM
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New Question:

Page 178 of Street Magic, Missile Mastery Power: Do you think that you would need a need skill for each improvised weapon or would one skill cover playing cards, pens, glasses, or anything else that would just do Str/2 damage?
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