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> Shamanic Masks, Do they exist in the current edition?
Medicineman
post Apr 22 2011, 05:37 AM
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QUOTE (Tashiro @ Apr 22 2011, 01:33 AM) *
If I remember from first edition, you added your magic rating to your TNs when in Cyberspace -- the more touched with magic you were, the harder it became. This might have carried into second edition as well. It's why Twist walked with a limp when he was decking.


in SR3 it was a mere TN+1 (IIRC) and there is no Penalty in SR4A anymore

HokaHow
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Irion
post Apr 23 2011, 12:58 PM
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Like I said often if you handle essence loss intelligent, there is no problem. (And you also get rid of the stupid extra rule for vampires. Who basicly get ware without magic loss. Fucking up the hole system.)
Magic = bought magic - (6+current essence) round down.
Cost of getting a new magic point: (bought magic +1)*5.
And you have no more Problem with cybermages or cyberadapts.
A cyberadept with 2 points of cyber and magic 7 would have paid (8+9)*5= 85 Points of Karma. Thats one skill group to 5 for a mundan. (I guess thats fair)

And the same rule may be applied to "suckers".
And even better: You can play freely with essence loss through injuries, because the mage or adept is able to get the essence back and so his old magic attribute. (So no need to get 0.8 points of ware to prevent the loss of a precious Magic point.)
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Snow_Fox
post Apr 24 2011, 03:46 PM
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QUOTE (Sixgun_Sage @ Apr 21 2011, 03:39 PM) *
Tymeaus brings up a valid point, as the metaplot keeps progressing we have seen magic grow stronger, it makes me really worried further iterations of the game will basically be Magicrun. I hope they atleast make more powerful magics reliant on advanced metamagics in the future...
The high tech nature of corp society works as a check to mages on runs but street meat samuri have to be more careful.
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Sixgun_Sage
post Apr 25 2011, 02:50 PM
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I guess I'm just naturally someone that prepares for the worst, nosferatu make me twitch hard enough in the current edition.
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