Fenris
Oct 7 2005, 06:11 AM
Nope!
Any options that don't exist in the book design are custom spells. If you want to purchase them, we can negotiate the price on a case by case basis.
Fortune
Oct 7 2005, 10:37 AM
No problem.
Bearclaw
Oct 11 2005, 03:38 PM
Wow, I never thought it would be this hard to make a guy with a lot of points
There's just so many possibilities. I think I've got him though.
caramel frappucino
Oct 11 2005, 07:46 PM
Dude, I know exactly what you mean.
Whizbang
Oct 11 2005, 08:03 PM
Yeah...my mind was boggled by the possibilities with so many points. And yet in the end, I still didn't have quite enough to buy everything I wanted...
Bearclaw
Oct 11 2005, 10:02 PM
Can we discuss what and how we're doing it here? Pass numbers around and stuff? I'd like to make sure Freddie is at a level with the rest of the team.
caramel frappucino
Oct 11 2005, 10:55 PM
Well, as it stands now, Izzy is a grade 8 initiate. I used all the bonus karma that was converted from cash to get a force 6 ally spirit.
Incidentally, everyone who can sling the mojo should consider taking a chunk out of their 2-year time block to do astral quests to reduce the cost of learning spells. That frees up a truckload of points.
Bearclaw
Oct 11 2005, 11:11 PM
I didn't even think of that. That's the kind of stuff I wanted to talk about.
Freddie is a level 5 initiate, but he's got sorcery/astral combat of 10/12, and HUGE mental stats, 7/6/8 plus tattooed increase attribute 4's on all of them. You DON'T want to fight this guy on the astral (which is his specialty).
I figured that most of the guys I might need to whack for my bosses are all dual natured, so instead of being unreasonably tough on the physical plane, I'd go for astral toughness. It's easier. Shifters can't regenerate, Vampires increased physical stats aren't as much of a big deal, everything that has hardened armor is screwed, etc.
Blitz
Oct 11 2005, 11:52 PM
I'm a Grade 12 Initiate, went that way instead of getting an ally spirit. All phys ad and skills so I'm beefy on the physical plane and will leave that astral stuff up to the others for the most part. Though, my dual pistols are Force 6 Weapon Foci
(I know the bullets don't get the bonuses, but I also have a clubs/pistols specialization so I'll just beat you with the butt of my pistol if I cant shoot ya
caramel frappucino
Oct 11 2005, 11:59 PM
I would like to mention that if any of you adepts pick up Virtuoso, we magicians will be forced to converge into an angry mob and storm your place of dwelling brandishing torches and pitchforks.
Buddha72
Oct 12 2005, 01:28 AM
I went grade 10 full mage (shaman) with a focus on metamagic techinques. I will be ok in a fight (ok for our level I should point out) and going for a lot of knowledge skills about the Awakened world and its critters. I spent some points on an ally spirit as well and spent my two years making foci for myself and cooking up a handfull of custom spells. I will be the team support mage type, helping out from the sidelines and mopping up minions.
Fortune
Oct 12 2005, 01:43 AM
For now I'm looking at a Sorcerer [currently Grade 8] with a largish selection of spells, a smattering of ware, a reasonable moderate amount of contacts, and decent social skills.
I originally went the full Hermetic/Ally Spirit route, but couldn't work it out quite the way I wanted.
Whizbang
Oct 12 2005, 02:42 AM
Grade 5 aspected mage here, with a force 10, reach 2 weapon foci, with a weapon skill of 5/10...should be able to hurt someone with that...especially when I have my fetished flame aura active on it...
Fortune
Oct 12 2005, 07:59 AM
I'm definitely looking forward to this game.
Fenris
Oct 12 2005, 02:38 PM
Carmel Frapp - At this time, I'm not allowing astral quests to reduce the karma costs for spells. I don't have a problem with the mechanic in general, but currently I don't have the time to sit down and roleplay out 47 astral quests for everyone's spells, and if I don't roleplay it with you, it's basically a freebie, which does not seem inline with the intent of the mechanic.
caramel frappucino
Oct 12 2005, 07:11 PM
Got it.
caramel frappucino
Oct 18 2005, 08:10 PM
Did everybody die?
Buddha72
Oct 18 2005, 08:15 PM
LOL!
Nope I think we're all in a holding pattern till Fenris gives us the start date for the thread and the final due date on characters. I know several people have already gotten their characters in already to him. I will see him tonight and bug him to give us some sort of timeline for the game starting and the final date for charcater submissions.
caramel frappucino
Oct 18 2005, 08:20 PM
Whew!
Bearclaw
Oct 18 2005, 08:26 PM
Crap, I'd better get going.
The character himself is done, but I'm still spending money. I've never had this much to spend all at once. Kinda makes me wish I was running a rigger
Blitz
Oct 18 2005, 09:02 PM
My character is finished, and the bio is about halfway written, but I just haven't had time to put it into an electronic format. Will try to do that asap.
child of insanity
Oct 18 2005, 11:44 PM
can i still get in on this? i've got a night one adept planned. close ops stealth specialist, ex-merc from europe but can't remember anything from more than 20 years ago. tests show he's at least 50
btw, that html program you mentioned, what is it and where can i get it?
Fenris
Oct 19 2005, 12:15 AM
Child of Insanity - Unfortunately recruiting for the thread is already complete. However, if you'd like to go back and read the beginning of the thread and submit a character, I'll be more then happy to consider you for a possible alternate place, assuming some of the main characters drop out and then I run out of alternates.
The program is the
New
Shadow
Run
Character
Generator (it's been new for a couple of years now. It's available here:
NSRCG Just make sure you scroll down to the download section.
For Everyone Else - We've had a couple of weeks to toss around character ideas and the specifics, so I'm going to cap it at the 28th of October, basically next Friday, 11:59pm. That's the final day to submit your character to take your place as a starting character in the thread. I should be able to start the thread the next Tuesday, on the 1'st of November.
child of insanity
Oct 19 2005, 12:26 AM
ok, thanks. so i just email it to you when i'm done and if someone drops out i might be able to join in? works for me:)
Fenris
Oct 19 2005, 12:36 AM
Pretty much, yeah. Just make sure you read the specs, it's not exactly a normal SR game
Cedric Rolfsson
Oct 20 2005, 03:43 PM
Fenris, questions.
[ Spoiler ]
During our two year time frame to make stuff, like enchanting weapon foci, how would you like me to provide the enchanting rolls and things? It took me forever to go through the entire process, since I did everything from scratch (except I bought the blades themselves) which took a total of 671 days and several sheets of paper. Would you like me to PM that to you, add it onto the character sheet, what?
I also wanted to ask something, in MiTS it says I can have an enchanter look after my circulations for me as long as they have equal enchanting skill. If I paid the karma for my familiar spirit to have equal enchanting skill, would it be able to look after the circulations for me while I did something else with my two years correct?
The reason I'm asking this is because I'd be able to create an additional foci with the remaining radicals I had if I had additional days, if my familiar could handle watching those circulations I'd have a bunch of extra time. I'm trying to stay within the rules for the pre-game development and thought I'd better ask though.
Also, do you run any house rules concerning magician's way adepts? I'm wondering about metamagic, is that still canon or do you allow other options? Our house rule is a magician's way adept can learn one metamagic technique and get a power point for every TWO grades of initiation; rather than having to choose between metamagic or power points.
This isn't private its just long winded questions that may not apply to all characters so I thought I wouldn't clutter up the thread.
Cedric Rolfsson
Oct 20 2005, 09:59 PM
Another question.
When determining karma costs for initiation are players to figure the karma cost with ordeal and as part of initiatory group? Ordeal no group? No ordeal no group?
since this makes a big difference in karma costs and player power I'd ask for a GM ruling so we're all consistent.
caramel frappucino
Oct 20 2005, 10:14 PM
One additional question to toss in with Cedric's bunch: do you plan for this to be a one shot game or should we design our characters with the long haul in mind?
Fenris
Oct 21 2005, 12:33 AM
Cedric - Yes, if you've paid the karma for your ally spirit to have an equal enchanting skill to yours, they can watch circulations, or basically do enchanting themselves, while you do other things.
Please provide the results of all of your rolls ( I don't need the numbers, just TN's, how many successes, and how many days each step of the process takes) on a seperate .txt document along with your character.
No, I don't have any houserules regarding magicians way adepts. In fact, reading your house rules, I'm curious as to how it's actually any different. If a magicians way adept chose to initiate once and take a meta-magic technique, and initiate the second time for a power point, and have exactly the same results as the house rule you've posted? If I'm wrong, just PM me with it, since I don't think I'll be using it, I don't want to confuse things in the thread.
Additionally, if you paid to be part of a magic group (3 karma) and have one detailed out, including a list of important members, strictures, etc, then feel free to inititate with a magical group. If you're a loner and don't have a magical group, initiate alone with ordeals or without, player's choice. My only stipulation is that if you're going to initiate with a group, you'll have to include the specifics of the group (as mentioned above) along with your character.
Caramel
I'm planning for a one shot at the moment, but if everyone (including me) enjoys it I might consider turning it into a campaign.
Everyone
One thing for everyone to keep in mind regarding enchanting - according to the literal rule in the books, an ally spirit can add their force to all magical skill rolls using the Aid Power, including Enchanting, Centering, and Divining, as specificed in MiTS. I'm allowing this for the moment, and I reserve the right to pull it later if I think it's unbalacing. However, the Aid Power is an exclusive complex action, which means if your ally spirit is using the Aid Power to add dice to your rolls, they cannot do anything else, such as handle enchanting on their own, or watch circulations.
caramel frappucino
Oct 21 2005, 01:58 AM
Incidentally, since we have so many spellslingers in the group, I'm going to tack up a metamagic that I cooked up for my character on the off chance that anyone else is interested.
[ Spoiler ]
Spell Channeling
This metamagic technique allows an initiate to forge a temporary astral bridge between herself and the target to pipe her magic through, effectively allowing her next spell to bypass all forms of spell defense protecting her quarry. All initiates who know this technique can use it against conventional spell defense, but if the initiate wishes to use it against higher incarnations of spell defense such as Absorption and Shielding, she must have learned the same technique that she's attempting to nullify. Spell Channeling only works on living targets.
Using Spell Channeling takes an Exclusive Complex Action; it cannot be used during a Delayed Action. Pit the initiate's Magic Attribute against a target number equal to the Magic Attribute of the magician maintaining the spell defense that she's trying to bypass minus the initiate's grade. If the target is protected by the spell defense of multiple magicians, use the highest Magic Attribute as the TN and add +1 for each additional defender.
Only one success is necessary to establish the channel - once the channel has been set up, it will last for only a single combat turn before it disintegrates. The initiate must cast her spell within this window of time for it to work; once a spell is cast through it, the channel fades regardless of whether or not one combat turn has passed.
An initiate using this metamagic technique must drop all spell defense dice allocated towards protecting herself in order to forge the channel (spell defense provided by allies must also be dropped, or the technique will automatically fail). This means that during the period of time when her target is vulnerable to her spell, she is vulnerable to magical attacks from all enemies.
Fenris has already approved of it, so if you like it, there's no need to bother our good GM for a greenlight.
child of insanity
Oct 21 2005, 09:37 AM
how does the street index work for custom built weapons? he's having a pistol built special for him, does he use the marked up cost or something else? especially after character creation.
Fortune
Oct 21 2005, 07:06 PM
So many Metamagics ... so few Grades!
BishopMcQ
Oct 21 2005, 07:21 PM
Fortune--Be a phys ad, take centering 8 times...If you name a skill, I can center for it...
caramel frappuccino
Oct 21 2005, 08:10 PM
I bet you can't center for Sorcery.
BishopMcQ
Oct 21 2005, 08:13 PM
I probably could for the Astral Combat specialization of Sorcery...just not the spellcasting
caramel frappuccino
Oct 21 2005, 08:16 PM
Blast, foiled again!
Fortune
Oct 21 2005, 09:05 PM
QUOTE (McQuillan) |
Fortune--Be a phys ad, take centering 8 times...If you name a skill, I can center for it... |
Screw that! A true master of Sorcery should rarely have to lower himself to the level actually using physical skills anyway.
Fortune
Oct 21 2005, 09:08 PM
QUOTE (caramel frappuccino) |
Blast, foiled again! |
Yup! You should have said Conjuring.
Of course, even then, a Magician's Way Adept could learn to Center for any Magical Skills as well.
BishopMcQ
Oct 21 2005, 10:34 PM
QUOTE (Fortune) |
Screw that! A true master of Sorcery should rarely have to lower himself to the level actually using physical skills anyway. |
Point to you.
A handful of utility spells goes a long way to removing any need for skills, unless you're in a mana warp/storm, then we're all screwed.
Fenris
Oct 22 2005, 12:05 AM
Child of Insanity - Use whatever rules are laid out in the Cannon Companion for custom weapons, including Street Index or additional costs.
child of insanity
Oct 23 2005, 02:20 AM
i don't remember it saying anything about it, i think the gm is supposed to eyeball it.
Fenris
Oct 24 2005, 03:49 PM
QUOTE |
CC p.78
4. Determine Final Cost To calculate the final cost of the firearm, add the frame's base DPV tot he total DPV cost of all options and modifications. Multiply this number by a Mark Up Value of 5 to get the final cost of the gun in nuyen. |
child of insanity
Oct 25 2005, 02:59 PM
i should have been more clear, i meant the availability and street index.
caramel frappuccino
Oct 25 2005, 08:50 PM
Why would street index apply to a custom built weapon?
Fenris
Oct 25 2005, 09:39 PM
Errr...there is no availabilty and street index. It's all custom made, so I, at least, assume is available as soon as somebody puts the parts together, and you've got the cost.
So, no Street Index, no availability.
child of insanity
Oct 25 2005, 09:47 PM
right. now i feel like a complete tool...
Cedric Rolfsson
Oct 27 2005, 04:58 PM
Ummmm, Fenris, I've completed my character sheets, and all the additional pages for enchanting etc. But in looking at the first post I noticed an error that needs correcting as it makes a difference.
You said we can convert up to 650,000 in nuyen to karma at 5,000 per 1 karma. Up to a total of 125 karma. The problem is that 650,000 divided by 5,000 is 130 karma. I used those extra 5 karma points in character creation, please advise which is correct. 125 karma or 130 karma through conversion.
Thank you.
Also, the final acquisition questions.
I am purchasing a simple, rugged, easy to operate helo for personal transport in and around the European Community. My character transports to out of the way locations to study various shapeshifters and uses either a helo or a Bison as his transport. In looking through the base book I only have two chopper options, which are both hideously expensive. Are there any other simple helos available for less than 750,000 after street value? I don't have the Rigger 3 book.
Are we allowed to keep some of the 2.5 million as ready capital or is there some kind of conversion? I'd like to keep some to have available as ready capital.
I created two weapon foci, using a combat axe for a tomahawk and a Cougar Fine Combat knife(long blade) for a dagger. I need to know the final cost for a customized axe blade only and a custom built Cougar Fine long blade only, both with diakote covering. Since I'm purchasing just the blade and not the final product, I figured its a special order item and I can't figure out what the customizing rules would be. Once I have those costs I'll have my final gear list and cost totals.
Fenris
Oct 27 2005, 09:13 PM
Cedric Why a custom blade for the tomahawk and the Combat knife? If I know what you're trying to do differently, I can assign a fair price.
Regarding converting cash to karma, my apologies on the miscalculation. It's up to 625,000 nuyen for 125 extra karma. The limit is half the total karma, not the actual cash, so you'll need to pull those 5 points of karma out of your character build.
You can keep anything of the 2.5 million you don't spend as actual cash. Anything purchased at char-gen undergoes the same reductions (divide by 10) after char-gen, per standard rules.
Regarding the helicopter: There is one that fits your criteria.
Ares Dragon Hand 5 Speed 260 Accel 10 Body 7 Armor 0 Sig 3 Auto 3 Pilot 0 Sensor 1 Cargo 95 Load 3,250 Seating 3 Entry 3d Fuel Jet(3,500 I) Econ .25 km/l S/B - L/T VTOL Chass Cargo Helo. SI 1 Avail 30/1 month Cost 590,000
Child of insanity - Don't sweat it
Better to ask the question then to proceed with a flawed understanding.
Cedric Rolfsson
Oct 27 2005, 09:20 PM
Fenris, the custom blades are simply that I'd like simply the blade, no furniture work(handle, cross guard etc.) and a series of inscribed ritual pictogriphs on the blades. I'm making those parts of the weapons myself using the various radicals I've collected and using the metallic radicals to "fill" the inscriptions. (Think about how difficult it would be to effictively "fill" and inscribed line on a metal blade using molten metals and nothing but hand tools and it explains why the artificing process takes so blasted long.) I'm not looking for anything unusual or difficult, just something that I couldn't buy in a Weapons' World case.
Thanks for the chopper info. Re the karma, there went my Chaotic World spell.
Cedric Rolfsson
Oct 28 2005, 03:14 PM
Fenris, I have my character sheet completed in txt format for delivery, what email address? I'll also send along the Gear List and enchanting test times and results.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.