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Author Topic: Anything new in Corpville?  (Read 15850 times)

Ruski

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Re:Anything new in Corpville?
« Reply #45 on: September 22, 2005, 10:14:14 AM »

well, i find i can understand it better if i put words to the numbers.

-RuskiFace the Pirate
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mercy

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Re:Anything new in Corpville?
« Reply #46 on: September 24, 2005, 05:39:56 AM »

but how many brain cells i take to grab a long pipe and swing it in a arc
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Gabriel

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Re:Anything new in Corpville?
« Reply #47 on: September 25, 2005, 06:52:52 AM »

Well taht's the thing isn't it? You can swing the pipe and kill someone, but you can NEVER make a descision for the group or really participate in any other way than "moble killing machine troll guy" on a run. Personally, I think the 1-6 system is a crock. The one thing I have always loved about D&D is the 3-18 system of statistics. It allowed for a much finer gradation for all stats. You were able to say things like "My barbarian with a 17 strenght is stronger than your Ranger with a 16 strength, but not by much." Whereas in Shadowrun you can't really say "My mage with the 6 Intelligence is only slightly more intelligent than your rigger with a 5." That really doesn't work since the gulf between those numbers is, by the sytem's very nature, quite wide. The difference is roughly 33%. That's a huge statistical chunk in a situation like this.

Gabriel
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ROOTless

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Re:Anything new in Corpville?
« Reply #48 on: September 25, 2005, 03:02:21 PM »

In that case, read up on Rulemaster ... er ... Rolemaster.
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Retread

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Re:Anything new in Corpville?
« Reply #49 on: September 25, 2005, 07:29:29 PM »

Notable, but my Red Mage Technique of Twinkery shows that a rating 2 intelligence Troll is also much easier to raise with a Rating 10 Expendable (Increase Intelligence) Focus than somone with rating 6 intelligence, no?


All I have to do is throw 6 sorcery, 6 spell pool, and 10 focus dice against a target number of 2:

11 07 05 04 04 04 03 03 03 03 03 02 02 02 02 01 01 01 01 01 01 01 #D:22 TN:2 HR:11 S:15

Wow, 15 successes! So let's see here, that's an increase of 7 intelligence provided a Force 7 increase intelligence spell. On a mage with 6 intelligence, that roll would have only increased their INT by 1 point. So the troll ends up with 9 INT and the mage with 7, fancy that, eh?
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Gabriel

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Re:Anything new in Corpville?
« Reply #50 on: September 26, 2005, 08:28:50 AM »

But won't that rating 10 focus only allow as many successes as the rating of the spell? Of course, that's still a hell of a mental boost. I guess it's easier to work with a blank slate.

Gabriel
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Ruski

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Re:Anything new in Corpville?
« Reply #51 on: September 26, 2005, 11:24:25 AM »

that's like having major league hitters from a profesional baseball team take turns swinging a bat at a T-ball event.

you are attacking with your best attack, at the area they are weakest.

let's talk about that same mage trying to get over the background count asociated with a cyberzombie to pull off an attack.

-RuskiFace the Pirate

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Gabriel

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Re:Anything new in Corpville?
« Reply #52 on: September 26, 2005, 11:28:50 AM »

Ok, set up a situation: what is he trying to cast, and who/what is the zombie?

Gabriel
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Ruski

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Re:Anything new in Corpville?
« Reply #53 on: September 26, 2005, 12:22:52 PM »

let's go as extreme for the cyber-zombie as he went extreme for the mage.

level 10 focus... let's say a cyberzombie with -10 essence.

-RuskiFace the Pirate
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Retread

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Re:Anything new in Corpville?
« Reply #54 on: September 26, 2005, 09:15:11 PM »

Foci only have one limit in that they are a risk of Magic Loss through Focus Addiction, but since the focus is only force 10 and disposable, that's really not a problem (the limit is Magic x2) The expendable focus is solely for the 4,900 square centimeter tattoo that will be quickened with the spell, as well. *evil grin* Also, expendable foci only require a bonding ritual and no karma.

Now, for the cyberzombie, the magician would simply have to cast enough magic around said cyberzombie and then turn them into a walking Power Site.


You could do the same by Quickening a rating 6 Astral Haze spell and spending 12 karma and then aspect that background count into a Power Site.

The basic rule of magic in the Sixth world is that if something affects something in one direction it also affects it in both reflection and opposition. That is to say, that a negative background count can become a good one and vice versa.


I've heard of corporations doing some nasty research in regards to mana warps and karma hazing...
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Gabriel

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Re:Anything new in Corpville?
« Reply #55 on: September 27, 2005, 05:51:29 AM »

Ah, our consumer dollars at work.

Gabriel
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Ruski

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Re:Anything new in Corpville?
« Reply #56 on: September 27, 2005, 07:17:02 AM »

well, they should be doing something cool with it anyways.

however, if your mage is expending karma, our zombie should get to spend it as well.

and 12 karma goes a long way for buying sucesses or falures (resisting dammage, or buying extra sucesses with his minigun.)

-RuskiFace the Pirate
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6 X 9 = 42

Gabriel

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Re:Anything new in Corpville?
« Reply #57 on: September 27, 2005, 01:12:56 PM »

Nothing settles an argument like a minigun. :gabe:

Gabriel
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Ruski

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Re:Anything new in Corpville?
« Reply #58 on: September 27, 2005, 02:01:31 PM »

that's what I'm saying.

-RuskiFace the Pirate
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mercy

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Re:Anything new in Corpville?
« Reply #59 on: September 28, 2005, 02:36:58 AM »

personaly if i was the mage screw trying to hit the cyberzombie instead if was trying to distroy it go for the area around it more afective dropping a building on it or cuase the ground to cave in under it because the difficultly would be less being as you dont have to deal with its -10 essance
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