05-22-2010, 03:05 AM | #61 |
SOM3WH3R3
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Question, some morphs have a credit cost associated with them (My prospective ghost would cost me 40000 credits). Do we have to pay that only when we resleeve, or upon character creation as well?
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05-22-2010, 03:07 AM | #62 |
The Straightest Shota
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On movement, it is on page 191.
On speed, it is 1 + whatever modifiers you have, unless you are an infomorph. In which case it is 3 + whatever modifiers you have. For you it is 1. Edit/Repost: On gear it really depends on what you want your character to do. Looking at your skills I can't really tell what kind of position you'd fill in a tactical squad. Looks like you're going for 'guy who knows a lot'. You don't really have any combat skills other than unarmed, so maybe some cyber claw implants with maybe eelware so you have shock claws... maybe mnemonic device so you can actually record everything you see. Slight upgrade to eidetic memory (though your eidetic mem is attached to your ego, and thus better than the morph's mnemonic in the long run, as you'll still remember things perfectly even if you have to resleeve, but mnemonic could prove very useful in the short term). I dunno. Hard to come up with gear for a 'know stuff' guy. Edit for Gem: Only when you resleeve. On Creation you pay the CP cost instead. Which for a ghost is 70.
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Last edited by Krylo; 05-22-2010 at 03:10 AM. |
05-22-2010, 04:02 AM | #63 | |
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Two more questions:
Firstly, interruption. How do we manage that? We're going to find it difficult to react in real-time to announce interruptions, so, do we just drop that aspect? Secondly, moxie. I like the idea of it, but the manual says that it's recharged "at the start of every session". We, unfortunately, do not play in sessions. How're we handling that? Edit: Also, Shock weapons have the following effect: Quote:
Last edited by Geminex; 05-22-2010 at 05:08 AM. |
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05-22-2010, 05:18 AM | #64 |
Cinderella
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Let's see this is one of the things I didn't miss due to the importance of Moxie to my character. I can figure we'll get it back during long enough lapses in the action, after all I don't believe that we will be on one endless action trip unless you are tripping balls on the right drug. You also get points back(at GM's discretion) when you complete a goal that is parallel to your motivations.
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05-22-2010, 05:30 AM | #65 | |
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Quote:
It's technically possible to (at least until you take some decent damage) increase that pool to over 100. Edit: Also it doesn't work at all on synthmorphs, which are actually more common than biomorphs. I'd be in a synthmorph if psi didn't require bio.
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Last edited by Krylo; 05-22-2010 at 05:35 AM. |
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05-22-2010, 05:48 AM | #66 |
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Ok, so maybe it wouldn't be horribly imbalanced (I don't know enough about the game to determine whether or not thta's the case). Still, it doesn't make much sense.
"If they fail they are incapacitated for 1 action turn per 10 full points of MoF (minimum of 3 turns). " The first section, regarding MoF would really only come into effect if MoF is >40, and that hardly seems likely. Edit: And the "Personal augmentation" chapter (page 300) lists "low" and "moderate" and "high" behind the various modifications. I'm assuming that those are the various price categories. Do we just assume the average price for that category? Last edited by Geminex; 05-22-2010 at 06:24 AM. |
05-22-2010, 06:21 AM | #67 |
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MoS > 30 is generally considered an Excellent Success and has extra goodies for a lot of rolls.
MoF > 30 is likewise considered a particularly stunning failure and causes extra harm for a lot of effects. Neither is really very likely, but they're like a weaker version of critical success/failure.
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05-22-2010, 06:29 AM | #68 | |
Cinderella
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Yeah I asked when it came to the ludicrous quantity of purchases I went through(still not quite finished either), quoted true.
Quote:
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05-22-2010, 06:32 AM | #69 |
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I understand that much (I spent way too much time reading through the mechanics). But by saying "minimum of 3", they're basically saying that, if you fail to resist a shock attack, you automatically fail so drastically, that the degree of your failure is considered Severe, no matter whether you actually failed by a margin of 30, or just by a margin of three. That seems really arbitrary, since the difference between resisting the attack with comparatively minor damage and being incapacitated for three rounds could just be 2 or 3. That degree or arbitrary-ness really doesn't seem usual for this game, since success or failure in most other tests seems to be more gradual.
I still think it's a mistake, that it should be "maximum". Edit: And thanks, Overcast. That helps. Edit2: And can someone tell what the benefits the invisibility cloak has over the chameleon cloak (as far as I can tell, the only difference lies in price)? Or how the chameleon cloak is superior to just using a chameleon coating? Also, do attacks with Cyber claws use the unarmed skill, the exotic skill or the blades skill? It seems like it could fit all three... Last edited by Geminex; 05-22-2010 at 07:19 AM. |
05-22-2010, 07:42 AM | #70 |
Cinderella
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An invisibility cloak is preferred if you have the sensory abilities to see without having to use your eyes. Like echolocation. Since it gives absolute invisibility no matter what you are up to, but it isn't a one way thing so you can't see anything else.
Chameleon is better suited for stealthy characters, who have the skill to move about and be unnoticed and would like the ease of being able to stand still and be basically invisible, though not against certain searching methods. As far as I know the cloak isn't any better than chameleon coating, save for the fact that unless you are wearing the right clothes the coating may not be able to cover every inch of you like the cloak may. Cyberclaws are unarmed.
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