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Wutasumi
post Oct 13 2004, 01:31 AM
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Ok, so I'm stupid, but what exactly is this flaw?
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Kagetenshi
post Oct 13 2004, 01:33 AM
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You have the urge to slap everyone you meet with your glove.

Seriously, though, you are active both on the mundane and astral planes, and are attackable from both.

~J
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mmu1
post Oct 13 2004, 01:34 AM
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If someone insults you, you have to make a Willpower (4) check to resist the urge to slap him across the face with a glove.

Thank you, thank you, I'll be here all week. Try the soy-chicken.
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Kanada Ten
post Oct 13 2004, 01:34 AM
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Never heard of it. Maybe it has something to do with Yu-Gi-Oh?

Unless you mean Dual Natured, which is a SURGE flaw that causes the inflicted to become a Dual Natured character, meaning they are always astrally active.

[edit] (It's official: We need to get out more)

PS, SURGE is in Year of the Comet while most 'standard' edges and flaws are found in the Shadowrun Companion.
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Wutasumi
post Oct 13 2004, 01:35 AM
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Thanks, I had no idea, and my BBB is on loan untill my brother ships it back.
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Bane
post Oct 13 2004, 03:18 AM
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*shakes head in disgust*
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Sabosect
post Oct 13 2004, 03:19 AM
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No. You're all wrong. Dual-natured is when you constantly switch between manic and depressive.
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Bane
post Oct 13 2004, 03:26 AM
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Actually, I think that particular condition is "manic depressive." :D
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Sabosect
post Oct 13 2004, 03:30 AM
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Well, it does involve two natures...
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Eyeless Blond
post Oct 13 2004, 03:44 AM
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As to why it's a Flaw:

1) You can't turn it off.
2) You are vulnerable on the Astral to attack. This may not seem like much at first glance, but when the enemy mage unleashes his Watcher Attack Pack ™, usually consisting of 6-8 Force 4 Watcher spirits and two or three Force 4-6 elementals, you're basically screwed. Several times.
3) Wards don't like you. Wards get set off or prevent you from passing, as you are active on the Astral. You can easily knock yourself out running headfirst into a Force 6 ward. And, not being Awakened, you can do little but try to break your way through.
4) Mana warps *really* don't like you.
5) Did I mention you can't turn it off?
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Zenmaxer
post Oct 13 2004, 03:48 AM
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oh and going to sleep is like strapping a kick me sign on your ass for any curious projecting mages with possession.
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Sabosect
post Oct 13 2004, 03:54 AM
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QUOTE (Zenmaxer)
oh and going to sleep is like strapping a kick me sign on your ass for any curious projecting mages with possession.

Oh, come on. We mages only use it for fun, profit, revenge, and just fragging over people because we don't like their looks. And don't get me started about the strip shows...

See? We're not as bad as he makes us out to be.
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Tenebris
post Oct 13 2004, 10:10 PM
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Can dual-natured but otherwise non-projecting initiate characters use an astral pool?
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Fortune
post Oct 13 2004, 10:39 PM
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As far as I know, yes. It doesn't give the character access to more abilities, but it can be used to augment those abilities he can already use on the Astral.
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Kanada Ten
post Oct 13 2004, 11:28 PM
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QUOTE
Can dual-natured but otherwise non-projecting initiate characters use an astral pool?

All dual-natured beings with magical skills can astrally project. See Critters under the section dealing with dual-natured beings.
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Fortune
post Oct 13 2004, 11:32 PM
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This is not necessarily true in regards to the effects of the SURGE Flaw.
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Kanada Ten
post Oct 13 2004, 11:37 PM
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QUOTE
This is not necessarily true in regards to the effects of the SURGE Flaw.

I don't see anything that suggests the rule doesn't apply. Of course we could argue about the context of Critters meaning it applies only to non metahumans and then discount HMHVV infected as such, but that 'advantage' is only for the half magers anyway. And then with limited projection already a possibility anyway, I can't see a good reason to house rule Critters' description of Dual-Natured here.
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Fortune
post Oct 13 2004, 11:50 PM
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Or we can go with the whole 'Critters was released before SURGE, and couldn't take that into account at the time' argument. A character with the Dual Natured flaw from SURGE doesn't necessarily have a Magic Attribute, so it follows that not 'all dual-natured creatures can Astrally Project' since the advent of SURGE, being that without a Magic Attribute (or an effective Magic Attribute of 0) I don't believe one can survive in the Astral.
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Wutasumi
post Oct 14 2004, 12:02 AM
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I don't know, the wording of the flaw now that I have a copy of YotC is basicly that it is treated exactly the same as critters.
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Herald of Verjig...
post Oct 14 2004, 12:04 AM
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A free spirit with astral gateway can allow anyone to astrally project, even the essense .01 street sam. Life span is based on essense, so it probably isn't a good idea for the .01 cyber-psycho to go wandering.
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Kanada Ten
post Oct 14 2004, 12:14 AM
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QUOTE
not 'all dual-natured creatures can Astrally Project' since the advent of SURGE, being that without a Magic Attribute (or an effective Magic Attribute of 0) I don't believe one can survive in the Astral.

Regardless, the quote from Critters is only those Dual-Natured creatures with magical powers can Astrally Project. The rest can't.
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ES_Riddle
post Oct 14 2004, 12:19 AM
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I believe that the critters quote is also clarifying that if a dual-natured creature happens to have magical powers that it isn't stuck in its meat body. Otherwise a ghoul full mage would be significantly hampered.
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Wutasumi
post Oct 14 2004, 12:21 AM
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Wait, lifespan is based on essence? Where did you find THAT little tidbit?
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mmu1
post Oct 14 2004, 12:32 AM
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QUOTE (Wutasumi)
Wait, lifespan is based on essence? Where did you find THAT little tidbit?

He means how long you can project astrally before you die, I think.
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Cochise
post Oct 14 2004, 01:13 AM
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QUOTE (Kanada Ten)
Regardless, the quote from Critters is only those Dual-Natured creatures with magical powers can Astrally Project.  The rest can't.

nitpick: it says magical skills ... and that's where the problems are:

1. It could reference the critter power "Magical Skills" (the critter equivalent of being magically active) and thus really limit it to critters

2. It could reference the ability to use magical skills of any sorts. Aura reading however is a "magical skill" and anyone capable of seeing the astral can learn it, regardless of a magic attribute >0 *for some it's even a "must" (cybermancy)*

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