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DWC
post Jan 9 2009, 01:57 AM
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QUOTE (Muspellsheimr @ Jan 8 2009, 07:56 PM) *
Follows all the normal rules for Assault Cannons - aka you need a Tripod or Gyromount, but it is doable.


Or you need a Strength and Body of 8 or higher, and a willingness to soak a piddling amount of stun damage every time you pull the trigger. (IMG:style_emoticons/default/smile.gif)
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Mickle5125
post Jan 9 2009, 02:28 AM
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*grins*so I've decided.

Adrian is being replaced by a Rigger Adept pixie.

^___^
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crizh
post Jan 9 2009, 06:58 PM
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I think the easiest way to spend the extra karma will be a couple of Grades of Initiation and the Ally Spirit I couldn't afford previously.

I've got a shed-load of extra cash to spend which might take me a while...
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JoelHalpern
post Jan 9 2009, 07:25 PM
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the reported extra cash is flipping me back to looking at buying Synpatic-3, Skillwires-5, and a bunch of full price activesofts.
Still end up with Combat Sense 8.

Joel
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Dumori
post Jan 9 2009, 10:01 PM
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The game will use karma based chargen with 1250 karma and 10000 nuyen per karma. And items above aliviabley 18+ items costing karma like this:
availability
<18= 0karma
19-22= 1 karma
23-26= 2 karma
27-30= 3 karma
31-34= 4 karma
etc

Useing a cyber wear availibility rules with alpha +2 beta +4 delta +10

The max of one skill at 7 and one skill group at 5.
A max of two atributes at max.


Wiki adress and password
http://fieldsoffire.wikidot.com
password: fieldsoffire

inniation: no limt but with in reason

Qualitys:
max negative : -70
max posative : with in reason


Definitions:
with in reason: Riquires GMs aproveal nor let few with small amount but full on explots will be stoped
Free Knowledge Skills - RAW, Karma generation discourages taking Knowledge skills, because it cuts into your characters more "real" abilities. At (Intuition + Logic ) x 10 free Karma worth, most characters will begin with slightly more Knowledge skills than the Build Point system; not enough to make a huge difference, &amp; more knowledge can add character depth.

just now im compiling all the rules and and ruling ive made so its slightly easyer to read and look up as a GM and as a Player.
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Muspellsheimr
post Jan 9 2009, 10:14 PM
Post #156


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Perhaps instead of paying Karma per item above Availability 18, you can do something along the lines of the following (I still say charging Karma per item based on availability is a clumsy way of doing it - this keeps the same general idea while streamlining it).

5 Karma: Availability limit is increased to 22
10 Karma: Availability limit is increased to 26
15 Karma: Availability limit is increased to 30
etc.
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Dumori
post Jan 9 2009, 10:30 PM
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Im afried im a big fan of this system as the one you purposed can be quite expenvcive for one high avilibility item
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Muspellsheimr
post Jan 10 2009, 08:52 AM
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I have been thinking about it, and may be changing my character as well. Either way, I am somewhat unclear on skill maximums. How many are we allowed to have at rating 6, assuming no 7's?


Edit: Also, by RAW, the maximum rank of Adept powers a Mystic Adept may have is based on it's total Magic attribute, instead of simply those dedicate to Adept. Is this also true for the maximum Force a spell may be cast at (3/3 split; 6 total - is the maximum Force of a spell going to be 3S/6P, or 6S/12P)?. If I remember correctly, this is supposed to be clarified sometime in upcoming Errata/FAQ, but was not said which way it would go. Personally, I support maximum Force being based off total Magic - makes them a bit more playable.


I believe I asked before, but do not recall the answer. Is the following allowed? It certainly helps Adepts, who run out of useful Metamagics very rapidly, & I fully support using it (IMG:style_emoticons/default/smile.gif) . Not using it hurts Adepts, particularly at this high of a power level, & using it makes Mystic Adept hybrid builds doable, especially if Force is limited off total Magic.
QUOTE (Street Magic Errata)
p. 31 Tweaking the Rules
Add the following Tweak:
“Adept Initiation. Groups may consider allowing adepts
to gain 1 Power Point instead of a Metamagic at Initiation.”
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JoelHalpern
post Jan 10 2009, 07:56 PM
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I had been assuming the use of Initiation powers for Adept Power points. So a response on that is fairly important.

The question of the maximum power level for adept powers and spells does make a big difference for the viability of Mystic Adepts.

Joel
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crizh
post Jan 10 2009, 09:31 PM
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On the subject of optional rules I've rather been assuming that it is ok to buy Metamagics with karma independent of Initiation.

Initiation gets massively expensive after Grade 6 so I planned to stick to 6 and just buy any additional Metamagics I wanted after that.
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Dumori
post Jan 11 2009, 01:25 AM
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buying metamagics and powerpoints for initation are ok.
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Muspellsheimr
post Jan 11 2009, 08:26 AM
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& maximum spell Force for Mystic Adepts? What ruling are you going with on this?
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Dumori
post Jan 11 2009, 01:52 PM
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he example clearly says in my eyes the mystic adepts magic focused on mana affect only the magic used to roll skill+ magic tests only. So force is caped by full magic not a faction of it.
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Muspellsheimr
post Jan 12 2009, 03:09 AM
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If anyone is willing, I would apreciate some assistance in designing a Magical Group.

What I know so far:
Individual Strictures - Deed, Fraternity, & Secrecy
Group Strictures - None or Oath (undecided)
Concept - Assassination organization, roughly based on the Dark Brotherhood (Elder Scrolls)

Suggestions welcome on flushing this organization out.
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Mickle5125
post Jan 12 2009, 03:11 AM
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magical assassins would require the oath. Additionally, dues would be required. probably as much as 50% of every hit. I'll have to think more on it later, though.
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Muspellsheimr
post Jan 12 2009, 03:26 AM
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Edit: Was getting things confused - I'm tired

For dues, I'm going with that already being covered as part of Deed. Someone approaches the organization for service, & they pay you a percentage to execute the hit. Dues being covered by the percentage they take, before you are even aware of the hit.
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Mickle5125
post Jan 12 2009, 04:08 AM
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did we decide on any free knowledge skill points?
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Muspellsheimr
post Jan 12 2009, 07:54 AM
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I hope we do, as it would help me immensely, but I do not believe so.
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DWC
post Jan 12 2009, 06:46 PM
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Another quick question. How would you handle making a drum fed weapon into a belt fed one? It's not a listed weapon modification, so I figured I'd check.
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Muspellsheimr
post Jan 13 2009, 01:38 AM
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Okay, I have decided. I will indeed be changing characters, unless Dumori has a problem with it.

Concept: Human HMHVV I (Vampire), Mystic Adept Assassin; focuses in Adept aspect with bio-augmentation - martial combat. Legal identity as a bounty-hunter. Focuses in heavy defense; prefers melee combat, but skilled with pistols & snipers; stealth expert. Sex addict & sociopath, hobbies include rape & torture.


Character description, portrait, & build coming soon. For now, the background I wrote for her 4-6 months ago & never finished.

[ Spoiler ]
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Dumori
post Jan 13 2009, 12:25 PM
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QUOTE (DWC @ Jan 12 2009, 06:46 PM) *
Another quick question. How would you handle making a drum fed weapon into a belt fed one? It's not a listed weapon modification, so I figured I'd check.

By saying nope but you can get two 100 round dums stuck to it for a similar effect.
QUOTE (Mickle5125 @ Jan 12 2009, 04:08 AM) *
did we decide on any free knowledge skill points?

we didn't but im going to be using the house rule Muspellsheimr sent me I like it. I'll post it in the rules section as well ASAP


Free Knowledge Skills - RAW, Karma generation discourages taking Knowledge skills, because it cuts into your characters more "real" abilities. At (Intuition + Logic ) x 10 free Karma worth, most characters will begin with slightly more Knowledge skills than the Build Point system; not enough to make a huge difference, &amp; more knowledge can add character depth.
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DWC
post Jan 13 2009, 01:31 PM
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QUOTE (Dumori @ Jan 13 2009, 07:25 AM) *
By saying nope but you can get two 100 round dums stuck to it for a similar effect.


Fair enough. Probably not a good idea to have a belt fed, fully automatic grenade launcher anyway, even if only from a perspective of avoiding having to resolve full wide bursts of grenades.
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Dumori
post Jan 13 2009, 03:25 PM
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yeah any exploseive weapon with over SA is a pain to work out though boging downist that big and issuse on PBP. well im yet to start remaking dust as exams are still in full swing though only one on manday now so i can get some work done on feilds
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JoelHalpern
post Jan 13 2009, 03:50 PM
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Just trying to figure out who we have, and what skill holes we are going to have.
If I read the email exchanges right, we have lost Tarantula / AD-80 and blackhat / "OverKill" (not sure about Intro / Zé Ninguém and scope_47 / Kiara Godard)
AD-80 was our primary rigger / transportation. He was also the only character with good hacking skills and a suite of software to go with it. It does seem we will need that some of the time. (Infiltrating an enemy camp. Drones have to be hacked. Human guards can be taken out, but their biomonitoring / remote status needs to be hacked.)

Possibly I am being excessive in worrying about this.

Joel
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Dumori
post Jan 13 2009, 04:02 PM
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scope_47 shoudl be back in or was at least intrested when i asked. Yeah a hacker would be a good idea but i can add a NPC one if you guys want.
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