QUOTE (Frieza_Prexus @ May 27 2009, 05:33 PM)

Ok, we've gone through DreamChipper and DNA/DOA now with great success with the second edition rules. The Runners haven't been too hot, but most of them are still alive so that's a bonus.
Glad to hear it! My group loves second edition as well.
QUOTE (Frieza_Prexus @ May 27 2009, 05:33 PM)

First, how well does the optional rule of 1 metamagic per initiate grade work out? I was thinking about using it, then I saw it in the Shadowrun companion which reinforced the notion that it'd be a good idea, but I wanted to get some opinions from you guys first.
I perfer it personally. Either that, or soming up with some way of learning or buying (karma) them after you initiate. It just dosen't make sense to me to be able to use all meta magic once you initiate. There are alot of metamagic skills, like from... Target: Awakened Lands and other books, which if you were playing otherwise, all mages would auto get them, and well it's kind of non-sense.
QUOTE (Frieza_Prexus @ May 27 2009, 05:33 PM)

Also, if I'm reading it right, when you start with a language you get an extra degree of specialization meaning a total of +4 to your skill for a single skill point of your point allowance. Is that correct? If so, every mage who plans on centering would be insane not to take at least 1 point into a language at character creation.
No, that would be a +2. Think of it like you're getting a skill in Language, concentrating in the language group, and specializing in the specific language. The same as if you take Firearms: 1, Pistols: 3, Manhunter: 5. With 2 differences. First, you don't get the bas or concentration skill, only the specialization, and you don't have a minimum of 3.
QUOTE (Frieza_Prexus @ May 27 2009, 05:33 PM)

Next, can you improved invis an object? If you try to, wouldn't it simply raise your target numbers for the spell depending on how "refined" the object is? Does this present problems for your group? I know Dr. Arhill does this in Ivy & Chrome. Did that writer make a mistake?
This hasn't ever come up for us I don't think... But it shouldn't be a problem, and should probably be object resistance, though the spell text implies that it is still just 4. it says "if the person or thing" yadda yadda... so, you should be able to use it on objects as well.
QUOTE (Frieza_Prexus @ May 27 2009, 05:33 PM)

Also, how should one deal with a mage who casts invis on a character and then sustains it a few hundred yards away and out of sight? I've been toying with a house rule that you can only sustain a spell on a target you can't see based upon a force test multiplied by your magic rating similar to how some detection spells are done. Otherwise, what's to stop your mage from popping 8-9 different buffs on your Physad who then goes on a Jack Bauer style stealth mission while the mage is miles away & safe.
Well, each spell is at +2 to the targert number to cast it and for its drain for each other spell currently being sustained. So realistically, you'll only get 2 or 3. You shouldn't need to worry about it. We play letting magicians sustain spells on anyone... though yes, they would probably drop off after awhile. The casting magician should probably be in the general vacinity (even outside of the building should be ok).
QUOTE (Frieza_Prexus @ May 27 2009, 05:33 PM)

Finally, I noticed that Gas Vents once installed cannot be removed. Is this why the vindicator minigun is considered so much Grade-A bang bang? Because it comes with no accessories meaning it can be buffed with a GV 4 + other goodies? If that is the case, then why doesn't everyone use a pimped out AK-97? It also comes with no accessories allowing it to take a GV 4 + goodies.
Well, mainly becuase the HVAR is better

But yeah, you can put all of those things onto guns that don't have them, as long as they fit. If you remember about the barrel weight and have a decent strength, you can have 0 recoil on the HVAR, or AK or whatever. I was unaware that they could not be removed, but, ah well.
QUOTE (Frieza_Prexus @ May 27 2009, 05:33 PM)

Edit: I also acquired a complete and unpunched (well, not anymore heh) copy of DMZ. How the heck, do you fold the dragon minis and what on earth are the square and triangle shaped holes for?
I've never seen a real copy of it. It looks hilarious though.
EDIT:
Since you're worried about mages doing crazy things, I'll warn you about a few spells that you should probably not let them (ab)use.
Temper: Makes something have a barrier rating. This can easily be used on clothes for instance, and when accompanied by the Armor spell, makes for an absurd armor rating. You can either (well, obviously, 'do nothing' is an option

) ban the spell or have it make everything it's used on very stiff so you can't use it as armor.
Disregard: Basically, it's a friendly version of the spirit power Alienate. It doesn't seem like it's the greatest spell of all time at first glance, but having played with it, it effectively makes you able to walk through all (living) security and like, knife them in the face while they stand there and let you. It's more powerful than it seems and can also easily be abused.
Let me know how running Harlequin goes though, it's probably my favorite of the adventure books. Harlequin's Back was really fun too though...