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> Questions about Parabotany, Rules clarifications and the like
shintsurugi
post Apr 26 2012, 09:34 PM
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Just got a few:

1) What are the default potencies for the sample compounds listed at the end of the sourcebook?

2) What would be the pricing structure for higher potency versions of those compounds?

3) For certain spell effects (say, the Heal effect of Angel's Vitae), how do we determine how many hits are obtained on the spellcasting test? Would we just assume hits equal to potency?
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Giabralter
post May 1 2012, 04:20 AM
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1. Simple answer, 4. Complex answer, I see it as, an alchemist can only really determine the quality of reagents used, not the potency unless he/she brewed it himself. So with all the potions that are natural refined or radical, the potential can between 2 and 6 when purchased (controlled by the GM).

2. Simple answer, use #1 as the cost multiplier and derrive the cost for higher (or lower) potency. Complex answer, Price is the same for all, as the potency cannot be determined after creation unless the alchemist had created it himself, which at that point, the alchemist would be able to determine the potency of the reagent before creating the magical compound.

3.Correct. Hits equal potency.


Thanks

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Makki
post Sep 22 2012, 07:29 AM
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I have a new question:

4. What is the Force of any critter power granted by a compound? I'd guess it is potency, as with Innate Spell, but it is never clarified. Not in Arsenal, not in Street Magic, not in Parabotany.
Before Parabotany I assumed it would be the user's Magic rating, making them useless for mundanes...

5. Maybe my English isn't good enough, but I can't figure out, how much ingredients I need to reach a potency 6 natural radical reagent. Since natural refind reagents have to be found, I cannot base their potency on the raw reagents used to refine them...
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Giabralter
post Sep 27 2012, 03:42 AM
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QUOTE (Makki @ Sep 22 2012, 07:29 AM) *
I have a new question:

4. What is the Force of any critter power granted by a compound? I'd guess it is potency, as with Innate Spell, but it is never clarified. Not in Arsenal, not in Street Magic, not in Parabotany.
Before Parabotany I assumed it would be the user's Magic rating, making them useless for mundanes...

5. Maybe my English isn't good enough, but I can't figure out, how much ingredients I need to reach a potency 6 natural radical reagent. Since natural refind reagents have to be found, I cannot base their potency on the raw reagents used to refine them...


4. Correct. Street Magic said it could be used by mundanes, but never how.

5. Natural radical reagents can be found with a potency between 2 and 6. up to the GM. it takes 3 raw reagents to make a refined reagent at potency 3. It then takes 3 refined reagents to make a radical reagent at force 6.

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Tymeaus Jalynsfe...
post Sep 27 2012, 02:49 PM
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For Question 4, we use the Essence Rating.
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Fatum
post Sep 27 2012, 03:01 PM
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So, I heard Shadowrun doesn't need houserules :3
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Tymeaus Jalynsfe...
post Sep 27 2012, 04:09 PM
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QUOTE (Fatum @ Sep 27 2012, 09:01 AM) *
So, I heard Shadowrun doesn't need houserules :3


Not many... (IMG:style_emoticons/default/smile.gif)
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