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> Mary-Sue, An excercise - for now...
crizh
post Oct 1 2008, 12:50 AM
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I don't see a reason why not. It may take me a few weeks to prep but things look pretty good so far.

It's likely to be a lot more work than normal and have a very different play style.

I'll just have to wing it. Fortunately that's what I do best...
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Mickle5125
post Oct 1 2008, 12:53 AM
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awesome. In that case, I should have my character complete sometime tomorrow... I've got his free spirit buddy done... just working on some fine tuning for him.

oh! how many PP would it cost to give a spirit the Hidden Life Power?
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crizh
post Oct 1 2008, 01:03 AM
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Looking at the costs of other Powers I'd have to say at least 6. And you would only be able to take one Greater Power.
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Mickle5125
post Oct 3 2008, 03:17 AM
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question! does the spirit pact "Magic Pact" work for adepts? Translation: will an adept with the Magic Pact gain PP equal to half the spirit's magic?
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crizh
post Oct 3 2008, 07:26 AM
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I can't see a reason why it wouldn't although I would limit you to taking the same powers every time you got 'powered up' in this fashion.
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Muspellsheimr
post Oct 3 2008, 07:39 AM
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QUOTE (crizh @ Sep 30 2008, 03:54 PM) *
Spells that are Success Tests accumulate one hit per hit rolled in each interval. Resisted Spells accumulate net hits for each interval and are resisted as normal in each interval. Resisted Spells that are targeted against objects accumulate net hits in excess of OR for each interval.

I am curious why you added this. In the context of this potential game (& likely any game), I do not really care, because my characters would not use it in combat. However, combat applications (outside of very nich circumstances), the metamagic was crap anyways, & this addition removes even that nich potential. The complaints about it being to powerful where for out-of-combat applications, which this does not affect the vast majority of which. Not to mention the complications with Indirect spells - are you supposed to "lock on" with those, or do you have some other explanation?

On another note, would you allow the Astral Form spell I proposed in the teleportation thread? This is not a final version. If yes, what alterations would you suggest, if any?

Astral Form [Manipulation]
Type: M β—? Range: Touch β—? Duration: S β—? DV: (F/2)+5

This spell allows a character to shift their physical body onto the Astral plane. While sustained, the magician has no physical body, & follows the rules for Astral Forms (p.183, SR4). A character under the effects of this spell may remain astral for a number of Combat Turns equal to Force x Net Hits. If this time is exceeded, the character dies & their astral form dissipates.

If cast on an unwilling subject, the spell is resisted with Willpower (+ Counterspelling).
Drain:
Type
+0 β—? Mana Spell
Range
-2 β—? Touch
Duration
+0 β—? Sustained
Manipulation Spells
+2 β—? Major Change
+5 β—? Ad Hoc
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Nigel
post Oct 3 2008, 08:02 AM
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If I knew how to build a character at 5k karma, and make it immortal I'd go for this...but I don't. Unfrotunately. I do wish the rest of you fun, and I like the builds/metamagics I've seen so far.
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crizh
post Oct 3 2008, 08:51 AM
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QUOTE (Muspellsheimr @ Oct 3 2008, 08:39 AM) *
I am curious why you added this.



Because, taken to it's logical idiocy, resistance would be futile. Counter-spelling only barely keeps up with Spell-casting pool sizes as it is. If I were to allow Spell-casting to be an Extended Test that was only resisted once, mathematically, it would rapidly overwhelm Counter-spelling.

Indirect Spells is a good point, I can't really see a good reason for allowing Extended Casting to apply to them at all. I shall give it some thought.

No, no Teleporting.
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Muspellsheimr
post Oct 3 2008, 08:57 AM
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It's not actually teleporting - just giving me the Free Spirit Astral Form ability at very high Drain values - doesn't even allow a Metaplanar Shortcut.

And Counterspelling can equal or exceed Spellcasting pools. As designed, it is very easy to resist a spell being cast with the Metamagic even without Counterspelling - simply step behind a wall.
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crizh
post Oct 3 2008, 09:22 AM
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Counter-spelling can exceed Spell-casting but it is very unlikely to.

The example I have posted has 105 Dice for Spell-casting and 69 for Counter-spelling. I could drive Counter-spelling up to 105 Dice but it would cost another 198 Karma and would involve using two Foci, which is only barely legal, and would only apply to one 'category' of spell. I had considered trying to shoe-horn in a Combat Counter-spelling Focus but it was just too expensive compared to the Shielding Focus. The 'bang per buck' ratio was very low.

Going from point A in the real world to point B in the real world without passing through any of the intervening points in the real world.

Is Teleporting.

No, sorry.
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Muspellsheimr
post Oct 3 2008, 09:33 AM
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No. Teleporting is traveling from point A to point B instantaneously & without any inbetween. What Astral From does is changes the inbetween, & increases speed. It is quite a bit different from teleporting.


Edit:
You also have 105 dice for Counterspelling, before taking into account Resistance Attribute. Might want to go re-read Aid Sorcery.
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crizh
post Oct 3 2008, 10:07 AM
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QUOTE (Muspellsheimr @ Oct 3 2008, 10:33 AM) *
Might want to go re-read Aid Sorcery.


Nice catch, can't believe I missed that.

Ally Spirits just jumped another notch in my opinions.
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Muspellsheimr
post Oct 3 2008, 09:01 PM
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Ally Spirits are to powerful in my opinion.
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Aurelius
post Oct 4 2008, 03:10 AM
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Oh why the heck not. Making a force 20 spirit. stats are nearly done. He can't even near keep up with the 100+ spellcasting dice, but on the other hand, he has numerous spirit and mortal servants, and a Personal Domain that would have been a rating 2 Mana Ebb during the Fifth World, allowing him and spirits swearing allegiance to him to survive easily. Also, lots and lots of skills, quite well-rounded (IMG:style_emoticons/default/smile.gif)
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Aurelius
post Oct 4 2008, 03:06 PM
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EARLY DRAFT:

Urartu, the Great Spirit of Mount Ararat, The Other Ark, The Singing Mountain

Spirit that survived on Mount Ararat by making a personal domain, making the -12 mana ebb into a -2 mana ebb, which is easily survivable. Slightly inspired by Tim Powers' Declare.

Breakdown (4782 karma spent)
[ Spoiler ]


Stats
[ Spoiler ]
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Mickle5125
post Oct 4 2008, 05:25 PM
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question: what sort of boosts does the adept power Improved senses provide? I understand thermographic, low light, and the listed ones. I was wondering more: vision enhancement? Vision Magnification? any of the audio enhancements?

and for vision enhancement, would it be one purchase for all three levels, or would you require another .25 pp per level?
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crizh
post Oct 4 2008, 08:32 PM
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Vision Magnification no problem, Eagle Shapeshifters have that.

Enhancement, not sure, I'm at work so can't look it up. Have a look at Eagle Shapeshifter, they might have it at level II in which case that's your answer...
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Mickle5125
post Oct 4 2008, 09:00 PM
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and audio enhancements? IE: spatial recognizer, select sound filters?
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crizh
post Oct 4 2008, 09:16 PM
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If Vision Enhancement is available RAW at 0.25 per level then so are all the others.

I was only concerned with Enhancement because it overlaps with Enhanced Perception.
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Muspellsheimr
post Oct 4 2008, 09:52 PM
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QUOTE (SR4 p.188)
Any sense provided by cyberware can also be provided by this power (see Street Gear, p.298, for more information), unless an improvement involves radio or similar technological phenomena.

QUOTE (FAQ)
When an adept buys an improved sense on a power that has multiple levels (e.g., vision enhancement or sound filter) are they purchased as levels or does the adept gain the max value for just .25 points?

They receive it at the maximum level.
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Mickle5125
post Oct 4 2008, 09:56 PM
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wow! thanks! ^__^
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Aurelius
post Oct 5 2008, 04:40 PM
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How would you price the Endowment, Storm and Wealth powers?
At the moment i've also taken Astral Gateway as a 3p power, which might be a bit low, i don't know, and possession as an initiate power (Allowing me to both possess and materialize)

Anyway, my concept is changing a bit, not sure how it is gonna turn out. First off, i don't live on Ararat, since Aden lairs there.
The problem with all the servants and personal domain is that it creates a very settled character, not the type to go adventuring except in the most extreme circumstances.
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crizh
post Oct 5 2008, 11:15 PM
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Astral Gateway seems fine.

Endowment is not available to free spirits.

The Greater Free Spirit Powers I would allow one at a cost of six.
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Mickle5125
post Oct 5 2008, 11:23 PM
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Would you require use of the Hidden Life power to be in the form of a spirit pact, or just included in the backstory?
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Aurelius
post Oct 5 2008, 11:43 PM
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We could also, perhaps, make an arrangement to tie our characters together, mickle (IMG:style_emoticons/default/wink.gif) . Of course, then you wouldn't control your spirit buddy.

I mean, i could take hidden life for your character, perhaps, if we can make stories fit together.
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