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Sojansol
I am unclear on unarmed combat. For example if one combatant has wired reflexes 3 VS a non wired opponent how does the round go?

Whats a munchkin?

Other than role playing purposes and occasional matrix perks. What are the advantages to having different lifestyles?


Thanks for now, I am sure i will think of more if i cant find them on various threads
Kagetenshi
Unarmed combat occurs on one of these people's rounds. If someone with three actions fights someone with one action, and no one kills the other, they each engage in unarmed combat four times. During these times, either person can take damage, so in melee combat of any kind greater skill beats greater speed.

A munchkin is a term of debated definition, but generally is accepted to mean someone who games to "win" and decreases the enjoyment of any non-munchkin player in the game.

Different lifestyles can be considered appropriate for recovering from different levels of wounds.

~J
Rev
For melee combat being the faster character does not help you a whole lot. You get to make more tactical decisions (like running away, choosing which of several oponnants to engage, readying weapons, etc) but in the actual combat tests your speed only helps you a tiny bit (Attackers win ties now I think).

Re Munchkins:
I am sure you will get pages and pages of responses if you try hard enough. You could just do a google search on it and read about what a munchkin is until you die of old age.

Higher lifestyles have various game effects by the rules, and an attentive gm will try to keep them in mind the rest of the time.
Lifestyle affects healing rate.
Higher lifestyles should allow a charachter avoid some of the problems of being poor. Less chance of being burgled or attacked at home. They should not have to pay for some things which are included with thier lifestyle (gasoline, cab fares, better clothing to be used on a run, etc). A person with low lifestyle just won't fit in at a fancy resteraunt unless they spend extra money on a set of clothes for the occasion, and those should probably decay quickly while a person with medium lifestyle probably has at least a few good outfits and somone with a higher lifestyle is already wearing good enough stuff. Of course this would work the opposite way for a low class joint (but the higher lifestyle people can still have some cheaper clothing without specifically buying it). Someone with squatter lifestyle has virtally no security for their personal posessions. If they leave something valulable at home it should be gone by the time they get back. Someone with street lifestyle needs to carry everything wherever they go.

Multiple lifestyles can give a character hideouts in times of trouble.
RedmondLarry
QUOTE (Sojansol)
If one combatant has wired reflexes 3 VS a non wired opponent how does the round go?
I'll give you an example of a Combat Turn so you can see how the round goes.

At the start of the Combat Turn (approx 3 seconds long), all characters roll Initiative. To calculate initiative, roll the initiative dice (four D6 for the guy with Wired Reflexes 3, one D6 for the non-wired opponent), and simply add the dice together along with Reaction.

Lets say the Wired guy gets a 22 and the regular guy gets an 11. Under normal circumstances the wired will go on 22 (first pass), 12 (second pass), and 2 (third pass) because he subtracts 10 from his count each pass. The regular guy will go on 11 (first pass) and 1 (second pass). We know this Combat Turn will be three passes, but the actual initiative counts for actions may change due to wounds or other factors.

Since this Combat Turn will be three passes long, each character's may move one-third of their regular movement each pass, whether they get an action that pass or not. Regular movement is Quickness x 1 meter per Combat Turn for walking, and Quickness x 3 meters per Combat Turn for running (less for dwarves). When you take an Action you can move before, during, or after taking your Action. There are penalties for your Actions if you are moving during the Combat Turn.

Lets say the characters are standing face to face at the start of the Combat Turn.

First pass, on 22, the wired guy attempts to hit the non-wired guy with his fists. This is Melee combat, and the non-wired guy gets to strike back even through it is not yet time for his action. An good example of melee is in the book on page 123. Lets say, for example, that the wired guy takes a Moderate (3 boxes) Stun Damage either because he rolled poorly or the non-wired guy is really good with his fists. Wound damage affects initiative immediately, and when you are at 3 boxes of damage your initiative is reduced by 2. The wired guy will go at 10 instead of 12 on the second pass, and on the third pass he won't get an Action because nobody gets an Action on 0 even if they can move then.

First pass, on 11, the non-wired guy can take an Action. He chooses not to move (doesn't want the penalty), and attacks the wired guy doing him another Moderate Stun. The wired guy is now up to 6 boxes of stun damage and his initiative penalty rises from 2 to 3, further lowering his initiative.

Second pass, on 9, the wired guy takes a couple steps back (walking movement), pulls a gun from his waistband (simple action), and fires a shot (simple action). He has penalties for his wounds (+3), and his movement (+1), and perhaps others the GM will determine. He inflicts a light physical wound to the non-wired guy, whose initiative now drops enough that he loses his second action.

Second pass, on 0, the non-wired guy can take movement but no action.

Third pass, on 0, both guys can take movement but neither can take an action.

Book descriptions of these:
Initiative p. 100
Combat Turn sequence p. 103
Actions p. 105-107
Movement p. 108
Melee combat p. 120
Ranged combat and Firearms p. 109-117
Tziluthi
For the munchkin question, you could do worse than have a look at "the munchkins guide to powergaming", but basically, yeah, munchkins try to win the game, by killing the most NPCs, amassing the greatest arsenal, earning the most money, often by double-crossing the PCs, and sometimes he'll achieve this by cheating. Yes, cheating in an RPG, go figure.
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