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> Drain, best human drain resistance
Joker9125
post Sep 21 2004, 06:22 AM
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What is the best drain resistance template for a human without being albino or a metahuman.

The only thing I can think of is a trauma dampener pain resistance and spell foci.
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Fygg Nuuton
post Sep 21 2004, 06:40 AM
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yea, not much else you can do ;)

perhaps really good skill?
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Joker9125
post Sep 21 2004, 06:49 AM
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What does specializing in a spell category do?

Also can I be an elementalist sorcer adept and gain the +2D6 to spells
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Glyph
post Sep 21 2004, 07:03 AM
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With the Bonus Attribute Edge, you can start out with a Willpower of 7. Then, you can use spell or power foci (don't underestimate this - you can really load up on these), and Totem modifiers (indirectly - +2 dice for a spell means you can withold 2 more dice to resist Drain if you want to). A trauma dampener gives you an initial hit to your Magic rating, but negates Light stun damage. The Pain Resistance Edge only negates penalties, not the Drain itself, but is still very useful. Likewise, the Focused Concentration Edge makes it easier, TN-wise, to resist Drain when casting spells while sustaining others. You can take the Fetish or Exclusive modifiers to a spell to lower the Drain on it.

Specializing in a spell category gives you the bonus to spellcasting, spell defense, and dispelling involving that spell category. Seems a natural fit for an elementalist, but remember it will mean you have a lower effective skill when defending against or trying to dispell other spell categories. A fire elementalist with Sorcery/Combat Spells: 5/7 would only have a skill of 5 when attempting to dispel an Armor spell, for instance. But the specialist is still usually worth it for an elementalist, though.

Shadowrun has the hermetic equivalent of shamanists (elementalists), and also has the equivalent of full mages with Totem modifiers (elemental mages). They don't officially have elemental conjurers or sorcerers, but I would allow them - they make perfect sense to me.
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blinkin
post Sep 21 2004, 12:47 PM
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Where does it say that you can with hold dice from a Sorcery test to reduce drain. I thought that was only for Conjuring.

(must go read SR3 magic section again)
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Austere Emancipa...
post Sep 21 2004, 12:59 PM
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I'm pretty sure he meant you don't need to use as much Spell Pool in the Sorcery test because of those extra dice, so you can use more SP in the Drain Resistance test.
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Necro Tech
post Sep 21 2004, 06:57 PM
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Don't forget to put increase attribute Will in a sustaining focus.
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Brazila
post Sep 21 2004, 07:06 PM
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Don't forget some strong centering. The most wonderful and overlooked MM IMO.
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Joker9125
post Sep 21 2004, 08:27 PM
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Hey Brazila I know how it must look when every post I make is about pimping something out but I assure you I am not a metagamer ;)

How much magic loss would a trauma dampener synaptic accelerator 2 and boosted reflexes give me? Im thinking 2 but I havent read up ont he errata
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Brazila
post Sep 21 2004, 08:32 PM
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You ask a question like that and say your not a metagamer in the same posting????? Seriously if you game with Tommy Wang, your cool in my book. No books with me, but I believe the cyber ess cost comes off of magic directly, then the bio reduces effective magic seperatly, so the loss would be high for effective, but low for actual.
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Kagetenshi
post Sep 21 2004, 08:44 PM
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Nope, Essence loss is added to 1/2 Bio Index to determine total lost magic.

~J
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Joker9125
post Sep 21 2004, 09:03 PM
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Hehe. Never ran with tommy wang but I have been on a few runs with Jason Terell

So he would have a magic rating of 5?

Im making a character that sepcalizes in control manipulation spells and the drain on those is absolutely unreal.
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Brazila
post Sep 21 2004, 09:08 PM
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Looks like that errata would have hit me between the eyes because I was so unaware of it. This is what I found hope it helps.

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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Joker9125
post Sep 21 2004, 09:45 PM
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Where are the rules for reducing drain with fetishes. Blah havent played over the summer and im a little rusty
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Kagetenshi
post Sep 21 2004, 10:02 PM
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If you fetish-link a spell, effective force is dropped one level for determining drain. It's in the Learning Spells section, wherever that is.

~J, currently bookless
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Brazila
post Sep 22 2004, 04:29 AM
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Just to jump back to the old subject for a second...I knew I saw something else somewhere. I found this on the official SR3 page under FAQ

Does a mage with a minimum amount of cyberware and bioware (such as a datajack, 0.2 Essence, and a synthacardium, 0.2 Bio Index) effectively lose 2 Magic points?
Yes. The Essence loss reduces the mage's Magic rating by 1, and the Bio Index virtually reduces Magic by another 1.
As an optional rule, gamemasters may allow Magic rating to be reduced in partial increments for record-keeping purposes, and simply rounded down when used as a statistic in game play. Using the example above, the mage's datajack would reduce his Magic rating from 6 to 5.8, and the virtual reduction from the bioware would effectively make the Magic rating 5.6. For all game purposes, the mage would have an effective Magic rating of 5.

So it seems to disagree with the errata, though I am guessing that the errata is newer and is correct.
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Kagetenshi
post Sep 22 2004, 04:37 AM
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In general, the best way to deal with the FAQ is to print a copy, burn it, mix the ashes with salt and bury them beneath a mountain.

~J
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mrobviousjosh
post Sep 22 2004, 11:20 PM
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QUOTE (Kagetenshi)
In general, the best way to deal with the FAQ is to print a copy, burn it, mix the ashes with salt and bury them beneath a mountain.

~J

Yes. Basically, do all that but make absolutely sure you don't read it first, much like the Necronmicon. :wobble:
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tisoz
post Nov 2 2004, 05:45 AM
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Be a Crab Shaman and get +1 die for drain (and ALL damage) resistance tests.
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Ol' Scratch
post Nov 2 2004, 05:52 AM
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Get a Level 3 Contact (Fox [Cat] Shapeshifter Adept with Aid Spell 6 and 3 power points of other powers as you see fit) and save up for both an Ally Spirit and a Power Focus.

Brazilia: While I have as much respect for the FAQ as Kagetenshi does, what you quoted existed before the errata (which I wish RPG companies would quit calling it -- "rules changes" is more appropriate than "errors made in printing") was released. They just haven't removed it yet.
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ES_Riddle
post Nov 2 2004, 06:02 PM
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QUOTE (Joker9125)
How much magic loss would a trauma dampener synaptic accelerator 2 and boosted reflexes give me? Im thinking 2 but I havent read up ont he errata

You are looking at .7 from the bioware (1.4 bioindex), and 2.24 if you get alphaware BR 3. Total of 3 points of magic loss and another .06 points of cyberware (.12 of bioware) that you can safely install before you lose magic again. If you get the essence cost reduction option on the boosted reflexes surgery then you will have .20 essence or .4 bioindex more before your next magic loss.

A very effective combo that is semifeasible is Alphaware BR3 (essence cost reduction), synaptic accelerator 2, trauma damper, and 2 levels of damage compensator. 1.8 bioindex and 3.9 essence remaining, but with reaction+4d6 initiative, and ignoring any modifier from your first medium drain. You do end up taking a little bit of a hit when it comes to light wounds since your trauma damper won't kick in until you've taken a couple of boxes, but I think it is pretty negligible.
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Fortune
post Nov 2 2004, 07:40 PM
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Go for Boosted [1] in that combo. Level 3 isn't worth it for the measly gain it gives, but level 1 is nice. Grab more Bioware, like a Superthyroid Gland or Enhanced Articulation for a couple more points of Reaction (and other goodies) for a cheaper Magic hit.
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elbows
post Nov 4 2004, 06:03 PM
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Pain Editors work pretty well -- you still take the drain, but not the penalties. And it gives you +1 Willpower when it's turned on.
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Moonstone Spider
post Nov 4 2004, 06:19 PM
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Hmm, I'm probably missing a few things here but let's play:

Human starts with (exceptional attribute) 7 Willpower.
Best totem I know of has 3 dice bonuses.
Assume the human puts all but 1 sorcery die (+5) reserved for drain.
6 Magic Pool dice.

Now we've got 21 dice.

Human is allowed to initiate at chargen at takes centering plus 6 centering skill. Average 3 successes.
Human bonds a force 6 power foci. +6 die.
Human bonds a force 6 Centering die. +3 more average.
Human uses a force 6 disposable foci.
Human bonds a force 6 specific spell and force 6 catagory foci.
I may be using more karma here than any human can start with legally, not bothering with the math.
+30 die

Total with no ware, no metahuman properties, and more foci than anybody should possibly have:

51 dice to resist drain. Probably cut down a few to add to your sorcery because with one die about the only spell that's going to have any odds of success is a health spell on a shapeshifter what with their 8 essence. On the other hand you may get lucky with centering and get up to 6 more dice.
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Espiritu
post Nov 4 2004, 06:42 PM
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How long does Pain Editer last really? I don't know of a set period before it cuts out.

Oh and don't forget a Conjured elemental to help resist the drain associated by lending Force=Dice.
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