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> NSRCG - PC Windows Character Generation Program, Bug reports, hints and tips for NSRCG
Tanka
post Nov 12 2003, 10:49 PM
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Shouldn't "spell points" be given to PhysAds solely for the purpose of bonding a weapon focus/initiating? I can't seem to get any, and, if I remember right, they can do both at chargen. Or maybe just bonding. Either way, though, no "spell points" means no bonding/initiating.
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moosegod
post Nov 13 2003, 07:17 PM
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You can initiate at chargen? :eek:
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Kagetenshi
post Nov 13 2003, 07:30 PM
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QUOTE (moosegod)
You can initiate at chargen? :eek:

No, but some people houserule that you can.

~J
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moosegod
post Nov 13 2003, 08:44 PM
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I notice in cyberware you can buy 1 Kid Stealth leg. It says both legs must match.

No "Tracked" Skill from R3.
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mcmackie
post Nov 14 2003, 04:58 PM
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QUOTE (tanka)
Shouldn't "spell points" be given to PhysAds solely for the purpose of bonding a weapon focus/initiating? I can't seem to get any, and, if I remember right, they can do both at chargen. Or maybe just bonding. Either way, though, no "spell points" means no bonding/initiating.

If you were a mage, you get spell points.
If you were a PhysAd with Path of the Mage, you get spell points.
Since you're just a normal PhysAd, you get none. :(.
That said, you can bond to a focus with KARMA. So if you wanted to, you could purchase the focus, then bond to it later. There is a rule you can bond with spell points on chargen that I allow. Sorry but this is canon :(
I generally don't incorporate house rules as I would spend all of my time doing so UNLESS the house rule is VERY common (ie. beta bioware and that is an option, not a default setting).
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Ol' Scratch
post Nov 14 2003, 05:00 PM
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Somehow I imagine that allowing adepts to blow 25,000 nuyen for a Spell Point during character creation is a much more common house rule than allowing betagrade implants.
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Kagetenshi
post Nov 14 2003, 05:32 PM
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I think he was misterming the houserule of forbidding cultured bioware rather than talking about allowing beta-grade cyberware.

~J
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Lich
post Nov 14 2003, 08:48 PM
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QUOTE (Kagetenshi)
QUOTE (moosegod @ Nov 13 2003, 03:17 PM)
You can initiate at chargen? :eek:

No, but some people houserule that you can.

~J

SR-Companion, page 15, right hand column, third paragraph under Resources. You can use Spell Points to Initiate during CG, optional rule.
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Kagetenshi
post Nov 14 2003, 08:59 PM
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I used the incorrect term, then. An optional rule.

~J
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mcmackie
post Nov 14 2003, 10:55 PM
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QUOTE (moosegod)
I notice in cyberware you can buy 1 Kid Stealth leg. It says both legs must match.

No "Tracked" Skill from R3.

Thanks for the feedback BUT :)
Tracks, the skill is in there, you need to enable Rigger 3 book.
I have no idea why anybody would want to buy 1 Kid Stealth leg but I don't disallow it. The pair is also in there. Thanks!
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TinkerGnome
post Nov 14 2003, 11:23 PM
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QUOTE (mcmackie)
I have no idea why anybody would want to buy 1 Kid Stealth leg but I don't disallow it.

Fastest circle runner on earth!
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Tanka
post Nov 15 2003, 05:33 AM
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QUOTE (mcmackie @ Nov 14 2003, 11:58 AM)
...That said, you can bond to a focus with KARMA.  So if you wanted to, you could purchase the focus, then bond to it later...

Er, nope. Tells me I don't have sufficient karma/spell points.

Besides, you can bond at creation. If a PhysMage or full Mage can, why can't a PhysAd?
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Ol' Scratch
post Nov 15 2003, 06:08 AM
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QUOTE (mcmackie)
I have no idea why anybody would want to buy 1 Kid Stealth leg but I don't disallow it. The pair is also in there. Thanks!

QUOTE
There is a rule you can bond with spell points on chargen that I allow. Sorry but this is canon
I generally don't incorporate house rules as I would spend all of my time doing so UNLESS the house rule is VERY common


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Ol' Scratch
post Nov 15 2003, 06:11 AM
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QUOTE (tanka)
Er, nope. Tells me I don't have sufficient karma/spell points.

Besides, you can bond at creation. If a PhysMage or full Mage can, why can't a PhysAd?

No, the main sourcebook (in the character creation chapter), adepts are expressely forboden from purchasing Spell Points during character creation. Why they included such a silly clause is anyone's guess... but it is, indeed, a core rule that's never been superceded in other sourcebooks as far as I know. SRComp might have an off-hand mention of it, but I don't remember it.
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Tanka
post Nov 15 2003, 06:14 AM
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I'm pretty sure you get spell points that can be used as karma with Priority. If not, well, PhysAds are at an incredible disadvantage as starting characters.

Sure, they can effectively have 8 points of powers, but, they can't even get a weapon bonded to them until a few runs in, whereas a Mage can get a few spells, then bond any focus he/she wants? Sure. That's fair.

Edit: Within availability/rating limit, of course.
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Ol' Scratch
post Nov 15 2003, 06:20 AM
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Once again, they receive NO spell points and cannot even purchase spell points during character creation. It's a core rule. One moment and I'll get the page reference for you.

SR3, "Magical Gear and Spells," p. 60. Second and third paragraphs.
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Tanka
post Nov 15 2003, 06:34 AM
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Feh. Makes no sense to me. Like the SR2 ruling that PhysAds start with Spell Points that can only be used for bonding a weapon focus. Makes so much more sense.

Oh well... *mutters*
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Grey
post Nov 16 2003, 03:47 AM
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tanka, if you want to houserule something that would allow that, then go for it (like spending starting nuyen on spell points or whatever). Just don't expect McMackie to change the program for a houserule, cause then he'd have to start doing stuff like that for the hundred or so houserules out there. Ya know?
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mcmackie
post Nov 16 2003, 08:23 AM
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QUOTE (Grey)
tanka, if you want to houserule something that would allow that, then go for it (like spending starting nuyen on spell points or whatever). Just don't expect McMackie to change the program for a houserule, cause then he'd have to start doing stuff like that for the hundred or so houserules out there. Ya know?

You know, of course, that you can turn NoRules mode on (it'll create a note on the GMinfo page so your GM will know what you've been up to). In NoRules, you could purchase a bonded focus (with your GM's permission, of course)....This, naturally, would violate canon SR3 creation rules....
Side note: Even if I modified the CharGen so that it implemented your particular belief system, your GM would still have to approve. The NSRCG program is not an official or final arbiter on legality. Thank you for kind attention... we now return you to your regularly schedule program :D
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HMHVV Hunter
post Nov 18 2003, 02:45 AM
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When I put Muscle toner/augmentation on a character with a cyberlimb, the program doesn't adjust for the percentage reduction that's supposed to occur with cyberlimbed characters.

Just another bug to bring to attention.
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Fortune
post Nov 18 2003, 03:12 AM
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Is the Bio-Index actually reduced when the ware is installed in a Cyberlimb? I know that this is true for Cyber, but I don't recall there being the same ruling about Bioware.
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HMHVV Hunter
post Nov 18 2003, 03:28 AM
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QUOTE (Fortune @ Nov 17 2003, 11:12 PM)
Is the Bio-Index actually reduced when the ware is installed in a Cyberlimb? I know that this is true for Cyber, but I don't recall there being the same ruling about Bioware.

Yeah, toner, augmentation, dermal sheathing, and some other cyber/bioware have their nuyen costs and Essence costs reduced by 10% per full limb.

Also, something weird happens when those two are mixed. For example, my street sam has a cyberarm with a STR of 8. I also have muscle augmentation 4 (added to my unaugmented STR of 4). Instead of my average strength being 8, it lists the strength as 12 (4 natural + 4 for augment. + 4 for cyberlimb).
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Sahandrian
post Nov 23 2003, 01:15 AM
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Bug I just found in a rather annoying way.

If you try to save a character to a write-protected floppy (I didn't know the thing was) you get "Run-time error 70: Permission denied" and the program closes without saving.

I'll be remaking my melee samurai idea on this computer now...

(In case you were wondering, I was on the other computer because it runs faster and doesn't crash as often.)

Edit: I just remembered this after seeing Hunter's post. You're supposed to buy enhancements for each limb separately, but NSRCG adds the enhancements for different limbs together.

Thus Cyberarm with Str+3 and Cyberarm with Str+3 adds up to Str+6.


Edit: working on it on the new computer. Guess I have a newer version here, cause there's Str Enhance in pairs now... But There's an error on the Attributes screen, I think. Str 5 with Muscle Aug 4, Cyberlimb Str+3, and Suprathyroid is giving me Str 10(7).
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Grey
post Nov 24 2003, 05:56 PM
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McMackie: Will you be reprogramming to make room for the new Man and Machine errata? Bioware effections magic loss a lot differently now.
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mcmackie
post Nov 24 2003, 06:32 PM
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QUOTE (Grey)
McMackie:  Will you be reprogramming to make room for the new Man and Machine errata?  Bioware effections magic loss a lot differently now.

Yes, I follow SR3 canon so I have difficulties with this... Next release should handle it...
QUOTE
In game terms, bioware reduces an Awakened character's Magic rating in a way similar to Essence loss. Magic is reduced by the character's Bio Index divided by 2 (round down).

The effects of Bio Index and Essence reduction on Magic are cumulative, so the two should be combined before determining how Magic is affected. Magic has a starting value equal to the character's Essence minus (Bio Index ÷ 2), rounded down. So a starting magician with Essence 5.8 and a Bio Index of 1 begins with a Magic rating of 5 (5.8 - 0.5 = 5.3, rounded down to 5). Further increases in Bio Index (or reductions in Essence) may also affect the Magic rating whenever the total falls beneath a whole number. If the same magician later acquires more bioware, raising his Bio Index to 2, he will lose an additional point of Magic (5.8 - 1 = 4.8, rounded to 4).

Magic reduction from bioware functions like other forms of Magic loss-adepts lose some of their powers, for example. Geasa can be used to counteract magic loss from bioware and a character can still initiate to raise his Magic rating.
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