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Author Topic: Explosives  (Read 21717 times)

Gabriel

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Re:Explosives
« Reply #15 on: February 02, 2006, 10:42:27 AM »

Hey AJ, if you want an e-copy of M&M, just let me know.

Gabriel
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We do not choose this life. We do not enjoy this life. We simply live this life. Because sometimes, even the shadows need their heroes.

Ruski

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Re:Explosives
« Reply #16 on: February 02, 2006, 11:08:11 AM »

Arrrgh! Avast Me maties! I do be seein' another kindred Pirate ship on the horizon!

-Ruskiface the Pirate
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Re:Explosives
« Reply #17 on: February 02, 2006, 01:15:47 PM »

The drug addiction rules were fun. I'd like to have a little utility that calculates difficulties for surgery and finding doctors. The roll they used in that was weird because there was a success threshold and a target number. If the player knew a skilled doctor they could save a lot of essence with good surgery and the Essence Gain and Body Index gain procedures. Of course, conversely, a really crappy doctor and you get essence loss and implant stress.
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"Why do I care? Personally, I think everyone smells a little bit better when their flesh is smouldering..."    ---Dros, Vindictive Fire Mage

Ruski

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Re:Explosives
« Reply #18 on: February 02, 2006, 01:31:19 PM »

Essence gain?
Far as I knew official cannon has it that there's no way to get back essence that's been lost.

I had my own rules concerning that, but I'd be currious as to what you used to figure it out...

-RuskiFace the Pirate
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Re:Explosives
« Reply #19 on: February 02, 2006, 01:32:37 PM »

The gain is subtracted from the cost of the implant. I think it's 5% or something like that. The Essence Slot option allows you to remove an implant and then place something else in the slot. If you don't get that option you lose that essence FOREVER.
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"Why do I care? Personally, I think everyone smells a little bit better when their flesh is smouldering..."    ---Dros, Vindictive Fire Mage

Ruski

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Re:Explosives
« Reply #20 on: February 02, 2006, 02:03:59 PM »

I allowed 'slotting' but I don't normally let people 'get it back'

I had my own custom rules about extencive replacement surgery and burning copious amounts of karma to undo the 'dehumanising' that happens from chrome.

essentially, for 10X the cost of equipment, I'd let them have it removed and replaced with cultured bioware, from there, some intensive psychotherapy (10X the essence loss in karma) would let them get it back.

but that's my own homegrown rule.

-RuskiFace the Pirate
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Re:Explosives
« Reply #21 on: February 02, 2006, 02:41:17 PM »

Mages with Wired Reflexes are scary... That is all.
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"Why do I care? Personally, I think everyone smells a little bit better when their flesh is smouldering..."    ---Dros, Vindictive Fire Mage

Ruski

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Re:Explosives
« Reply #22 on: February 02, 2006, 03:15:41 PM »

*shrug* in my rules, if they got anything other than the most basic set of wires, they wouldn't have enough magic rating left to be much of a mage...

-RuskiFace the pirate
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Re:Explosives
« Reply #23 on: February 03, 2006, 07:02:53 AM »

Ahem, let's see here: Alpha Wires II, that's 2.6 essence loss. Mage takes Geasa: Talisman, Gestures, and Somatic. That guarantees that providing that the Mage uses those three things he operates at optimum level, as well as casting at least 2 spells per combat turn. Without those, the mage can still dump all his/her dice into a low force power-bolt and still wallop most people without a care.

Alternately, you could go with reaction enhancers to pump up their reaction on the cheap (essence wise) or they could go bioware and get a synaptic accelerator rating 2, and still not take ANY magic loss (according to 3rd edition errata, a magician doesn't face magic loss from bioware until their bio index is 2) Then again, if synaptic accelerators are cultured, you can't get them at chargen anyway.

I wonder if it's possible for a mage to detonate explosives with a radio signal spell?
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"Why do I care? Personally, I think everyone smells a little bit better when their flesh is smouldering..."    ---Dros, Vindictive Fire Mage

Ruski

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Re:Explosives
« Reply #24 on: February 03, 2006, 09:03:06 AM »

Sinaptic accelerators have to be cultured. there's no other way to get them to work.

but yea... with a gease, or a handfull of fetishes; you can still pull it off and be one scary mother-fragger.

and that's why 'geek the mage' is the name of the game.

-RuskiFace the Pirate
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Re:Explosives
« Reply #25 on: February 03, 2006, 09:23:32 AM »

Which is why I have my mage  characters dress up like mercenaries. Those robes and stylish arcane symbols have little to do but modify your style and they provide a very colorful indication of "GEEK THIS MAGE"
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"Why do I care? Personally, I think everyone smells a little bit better when their flesh is smouldering..."    ---Dros, Vindictive Fire Mage

Ruski

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Re:Explosives
« Reply #26 on: February 03, 2006, 10:46:29 AM »

LOL

I typically start shooting the guy that's glowing with lightning fire, and chanting. I don't care if he's wearing a pointed had with stars and strips, or a two peace bikini...

-RuskiFace the Pirate
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AJStarhiker

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Re:Explosives
« Reply #27 on: February 03, 2006, 02:14:29 PM »

I like mages.  They provide a nice target for the people shooting so they don't me sneaking in.
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Ruski

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Re:Explosives
« Reply #28 on: February 03, 2006, 02:38:58 PM »

I like em' because, they are up there in the priority target section.

1) Geek the Mage.
2) Geek the Sam
3) Geek the Merc
4) Geek the Trog
...
far below that is where I reside.
432) If you are bored, and still have ammo left, and are feeling mean, you can shoot the decker. You jerk. he dosn't even have a gun!

-RuskiFace the Pirate
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AJStarhiker

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Re:Explosives
« Reply #29 on: February 03, 2006, 03:48:23 PM »

...so where does the physad fit?
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