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Everything posted by AlphaWhelp

  1. Sets I own: Core, Cyber Exodus, Creation and Control, What Lies Ahead, Second Thoughts. I'm not adverse to buying more sets, I eventually want to buy them all anyway but I'm just getting started here. Corp Deck: NBN-Making News, 49 Cards Agendas2x Breaking News 2x AstroScript Pilot Program 2x Restructured Datapool 3x Priority Requisition ICE2x Matrix Analyzer 3x Pop-up Window 2x Data Raven 2x Muckraker 3x Tollbooth 2x Cell Portal (2 influence each) 2x Ice Wall (1 influence each) 2x Chimera 3x Bastion Assets2x Melange Mining Corp 1x Levy University 2x Ghost Branch Upgrades1x Akitaro Watanabe (2 influence each) 1x SanSan City Grid Operations2x Closed Accounts 2x Psychographics 3x Hedge Fund 3x Sunset (1 influence each) 2x Archived Memories (2 influence each) I feel like I got a lot of good ice combos in this deck: 2x Pop-up Window + Chimera let me infinitely rez Chimera Chimera + Akitaro Watanabe also infinitely rez Chimera 3x Pop-up Window + Cell Portal + Akitaro Watanabe lets me trap runners in infinite loop unless they can break a 7-strength code gate (with Yog being the most popular code gate breaker out there that could be tough) Matrix Analyzer + Ice Wall lets me set up something where the more you run a server, the harder it is to run that server in the future, great for protecting R&D or HQ. Data Raven + Muckraker lets me force the runner to accept a tag or end the run, then end the run if the runner is tagged & maybe add a whole bunch more tags. main problem is I don't have enough economy cards in this deck, a lot of whether or not I get a good hand depends on whether or not I can score an early Melange Mining Corp, but I'm not sure what to take out. I can probably take out one Sunset and one Cell Portal, but that's still not enough. Runner Deck: Chaos Theory, 40 cards Programs2x Magnum Opus 2x Femme Fatale (1 influence each) 1x Crypsis 2x Corroder (2 influence each) 2x Yog.0 (1 influence each) 2x Ninja (2 influence each) Hardware2x Omni-Drive 2x Dinosaurus 2x The Personal Touch 2x Plascrete Carapace Resources3x Borrowed Satellite 2x Sacrificial Construct 1x Aesop's Pawnshop 1x Ice Carver (3 influence each) Events3x Diesel 3x Test Run 2x Modded 3x Infiltration 3x Sure Gamble Once again, it feels like I'm having problems with economy. Modded saves me 3 creds on an install, Magnum Opus is incredible, Sure Gamble is also good but can only be used once, Aesop's is not a very dependable source of income since you have to trash something, I never use Infiltration to gain 2 credits, so those don't count. Really means my only econ cards are Modded, Magnum Opus, and Sure Gamble. What else can I do to gain credits fast? I'm also potentially thinking about swapping out Corroder for Snowball, Snowball is, imo, just as good as Corroder, but it's a shaper card and that lets me free up some influence that I could use for Datasuckers instead.
  2. rules update, crossposted from some comments in another forum: as for attack/defense, attacker declares first, defender declares second. if the attacker nets a counterattack, he doesn't get his Gnosis DP until after the counterattack is resolved. You won't know the base attack ability of the antagonist for the first attack, though. for psychics, I agree, it was kind of an oversight. I think I'll institute a DP recovery for just psychics, 25% for every psychic potential roll up to 50% spent, and include points spent on their paired psychic projection rolls if they were made. for using shields, psychics would use the normal defender recovery rate. to pass resistance checks spending 5 DP was essentially supposed to be the equivalent of "rolling 100" but maybe it's too low, maybe I have to make it "Target must spend his max allotted DP on a resistance check to guarantee success." so a level 1 character has to spend 6 to auto-succeed, and a level 2 character has to spend 7 and so on. keep in mind that spending 5 DP on a resistance check, even without the auto success, still makes you very likely to pass. The average 1st level PC will have a total resistance of 140 after spending 5 DP. I also don't want to fall into a trap of resistance checks that are flat out impossible to make, that seems unfair and makes resistance based attacks too powerful. My experience with summoners hasn't really been one of overpoweredness. Warrior Summoners on the other hand can do some pretty nasty stuff, but I think it falls in line with the kinds of stuff other types of PCs can do with this system. When it comes to creation mages, they already don't roll for their most overpowered ****, the problem though is that when it comes to this system, creation mages can just repeat cast create monstrosity and basically have unlimited DP since they can just create a new monstrosity whenever they want, not to mention the monstrosities are Gnosis 25. A more balanced rule would be that "Created beings that do not have a soul provided for them do not have any DP of their own, and can never gain DP. Instead when they would gain DP, the creation mage gains DP using his normal Base DP Recovery and Gnosis. Creation Mages can spend their DP to enhance their soulless created beings' attacks. A created being with a provided soul is treated as a normal creature of its type." The rule would also apply to the level 82 non-creation spells like "Create Being of Light" and stuff.
  3. So, due to some complaints about the system from some of my friends, I thought I'd try my hand at a diceless conversion, but there are a few things I'm kind of stuck on, and the whole thing needs playtesting to make sure it's actually workable. But basically, we're going to make Destiny Points (Gaia vol 1) super common, and everything you accomplish, you accomplish with Destiny Points (or if you're bad ass enough, without spending destiny points at all). So here is what I've got so far. Basic Destiny Points let you: -Add +20 to a check -Completely remove the chance to fumble for a check -Allow you to make a second resistance roll when suffering under a long term effect that only permits resistance rolls at long intervals To this we are changing the rules like so: ---General Rule Changes--- Every character gains their presence in Destiny Points at the beginning of every session (same general rules as Fate's refresh). A character may spend as many destiny points on a single "roll" as their Presence / 5 (so a 1st level character can spend up to 6 on one "roll"). Gnosis 0 characters can never spend more than 5 on a single roll no matter what their level is, unless in the presence of a Natura 20 character. Dice are removed completely, now a character's total check result is just their final score plus any bonuses from Destiny Points or Ki Techniques or any other similar ability. Fumbles now occur when a character fails a check by greater than their presence, and the fumble level is equal to the difference between Task Difficulty - Character's Presence - Check Result. Most difficulties should be kept secret by the GM until after the check has been attempted. Increased fumble levels subtract 10 from the character's presence for determining if an action is a fumble for every 1 that the fumble threshold is increased by (minimum 0). Characters may still spend Destiny Points to ignore fumbles but it takes out of their total they can spend on a single check. Likewise, characters with decreased fumble levels add 10 to their presence for determining if an action is a fumble for every 1 that the fumble threshold is decreased by. (maximum +30) Every time a character fails an important check involving secondary abilities, suffers a counterattack, or suffers damage in combat, or fails any resistance roll, they immediately gain their Gnosis in Destiny Points. Damage resistance creatures only gain destiny points when taking damage if the suffered damage is equal to or greater than 10% of their remaining health. When a Destiny Point is spent to repeat a Resistance Check, that expenditure does not count towards the total amount of points that can be spent on the Resistance Check itself ---New Rules--- New Stat: Base DP Recovery For most characters, the Base DP Recovery is 4 Characters who open roll on doubles (11, 22, etc) have a Base DP Recovery of 8 Characters with a lower threshold of open rolls add 1 to their Base DP Recovery for every 2 or fraction thereof their open rolls would be lowered if we were rolling anything DP Recovery Action - At the end of every combat round, characters each take a free DP Recovery Action and recover a certain amount of Destiny Points based on what they did during that combat round. Multiple Attacks - Tally every Destiny Point spent on each attack up to the DP Recovery of that attack; call this Multiple Attack DP. During the DP Recovery Action, the character gains back 10% of the Multiple Attack DP for every attack after the first up to a maximum of 50%, round decimals up. (So a character who makes 6 attacks and spends 5 DP on every attack will recover 12 Destiny Points at the end of the round assuming his DP Recovery is 4 for each attack) Defending - Tally every Destiny Point spent on each defense up to the DP Recovery of that defense; call this Defending DP. During the DP Recovery Action, the character gains back 10% of the Defending DP for every defense made up to a maximum of 100%, round decimals up. (So a character who makes 3 defense checks and spends 5 DP on each will recover 4 Destiny Points) Damage Resistance - Damage Resistant creatures gain their Base DP Recovery in Destiny Points during the DP Recovery Action on any combat round in which they were attacked. They only get this bonus once per round no matter how many times they are attacked in that round. Initiative - Characters who scored a lower initiative than any of their opponents recover half their Base DP Recovery in Destiny Points during the DP Recovery Action Generic - Characters recover their Base DP Recovery in Destiny Points in addition to any other recovery they benefit from DP Recovery Actions cannot be taken outside of combat, but can be taken one last time after all opponents are defeated. ---Specific Rule Changes--- Spending 5 Destiny Points on a resistance roll guarantees success Absolute Perfection Barakiel Elan gift is changed. Now, it prohibits spending Destiny Points normally. Instead, this power now grants 5 free Destiny Points to be spent immediately on any action undertaken by the character with this gift. They cannot spend any more or less, nor can they spend their own Destiny Points. This power removes the ability to guarantee success on Resistance rolls with Destiny Points. Characters using the Forcing Luck Eriol Elan gift have unlimited DP Recovery for that action only. Characters using the Truncating Fate Eriol Elan gift, if successful, cause the target to fumble with a fumble level equal to only the bonuses gained from spending Destiny Points. This gift can be ignored by spending a Destiny Point to ignore fumbles. For any kind of reroll power, characters immediately regain any Destiny Points they spent on the check up to their DP Recovery for that action, and may choose to spend a different amount of Destiny Points the second time around. Characters with the Unlucky Destiny disadvantage can never spend more than 5 Destiny Points on any roll no matter what. High Natura characters (10, 15, 20) gain 5x the Destiny Points their Natura gifts them with at the beginning of every session (So a Level 1 Natura 10 character has 45 Destiny Points at the beginning of every session) When spending Destiny Points on Psychic Potential rolls, the first Destiny Point must always be spent to negate a fumble. ---Attribute Checks--- In contested checks, A D10 is assumed to be rolled, and the result is assumed to be 1, which turns out to be -2 after the Rule of 1 is applied. Spending a single Destiny Point increases the D10 "result" by 2. So by spending 1 destiny point, the D10 is actually assumed to have rolled a 3. By spending 4, the D10 is assumed to have rolled a 9, and by spending 5 the D10 is assumed to have rolled a 10, which turns out to be 13 after the rule of 10 is applied. In uncontested checks, the D10 is assumed to result in 10 (13 after rule of 10) and Destiny Points can be spent to lower the assumed result 2 at a time.
  4. MrNefarious said: My GM said that he read that Background disadvantages can count towards the general disadvantages. This is probably an alternate rule stated in either the Gaia book or the GM toolkit. Actually, it is not quite as Raybras says. If you read the text explaining background advantages, it says some General Advantages found in the core book, such as Wealth and Artifact, actually count as Background Advantages, and can be taken with Background Disadvantage points, that is probably what your friend meant.
  5. I do believe you can do a daily hour ritual for one invocation, however, that invocation has to be decided upon at the start of the ritual and can't be changed, later. As far as more than fifty year rituals go, I actually take that to mean more like the working of a large cult, where in the summoner may or may not be involved, or may still be in training while the preparation is being done, only to enter only at the conclusion of those 50 years, perform the summoning, and be done with it.
  6. remember 1 greater seal = 5 minor seal, so if level 5 monster require 6 fire seal, is possible to use 1 greater and 1 minor fire seal for 20 ki to summon the level 5 being instead. hehe I said "fire seal"
  7. they can sustain the same power as many times as they want so long as they have an innate slot for it, but some powers do not stack if used on the same person (particularly the physical increase ones)
  8. what the others have said start with 3, then 3 disadvantage max granting between 1 and 6 extra advantage points note, points gained from magic disadvantage can only be used to buy magic advantage same rule for psychic same rule for background disadvantage as well from Gaia book there is no special restriction on general disadvantage
  9. I am unsure if you are aware of this, but you should know that transformations cannot be mixed, so if your intent was to take Transformation Eliodon, you cannot combine it with Transformation Rupture of Destiny Rupture of Destiny is also the most difficult magnus to qualify for and purchase, unless the game starts at a high level, you should probably not attempt to get this magnus.
  10. brewmaster_vitty said: any advantage that allows you to more efficiently accumulate ki is good, i can't recall the names but one lets you accumulate at full even if you do other active actions in a round and another lets you accumulate faster when you stop and concentrate. i took both of these for my ki summoner. You can't take both of them, they specifically say they can't be combined with each other.
  11. Masterful Seals is more important than No Gestures.
  12. A Weaponmaster will have a really tough time learning more advanced Seals of the Dragon. Around level 5, he'll have enough MK saved up to buy the entry into Seals of the Dragon. That will leave him with a flat 0 MK leftover to buy any seals. He may have to take Martial Mastery with his creation point at levels 2 and 4, that will give him enough MK to learn first 7 seals when he buys the Magnus. At level 6 he can take Martial Mastery a 3rd time and have enough MK to buy seals up to 9. He can't get the 10th Seal until level 8, though, no matter what. Depending on your idea for him, though, it may be unnecessary to know any seals past the 7th, since you have to start sacrificing life to open the 8th and 10th seal.
  13. Elric of Melniboné said: I can't see the problem with Blood of The Dragon. Sincerely, one of my playing character has it and he simply waits for the time he'll be able to take the Dragon Seals. I understand that +1Level Modifier may seem "a bit too much" for an advantage that only gives access to a fighting technique, but Dragon Seals are very powerful and for what they do have very low requisites (which balance Blood of The Dragon). Anyway, if you don't like slowing down your character from the very beginning for no apparent reason, you may always apply the +1Level Modifier AFTER the character has gained the Transformation Magnus, or after he's mastered a certain number of Seals (like 6). The thing is Blood of the Dragon is actually supposed to give you some kind of benefit besides Seals of the Dragon, it's just that the benefit it gives you is entirely up to the GM (which, the GM is within his right to say it gives no benefit). Perhaps, if you want to give it no benefit at all, you can just do away with the level adjustment whatsoever, and say the only purpose of the advantage is to provide no benefit beyond Seals of the Dragon. There is no level adjustment for things like The Gift, Access to one psychic Discipline/Free Access, or Limited Gift beyond allowing access to a special power, maybe Blood of the Dragon shouldn't be treated any differently.
  14. Elric is correct. You only pay MK for the seal once. Once for the lesser and once for the greater.
  15. Nochtal said: Would the Required Action of being within one movement value of his sister be appropriate? Cuz that could get restricting to both characters in a hectic combat or if they ever get separated. This might be stretching the boundaries of a 1 point disadvantage, considering you can kill the sister and then he can never use magic ever again. Also under Page 79, one of the possible "Passive Actions" is using a "Passive Ability", Passive Abilities cannot be used without using a Passive Action, in other words, so they are more or less one and the same. So feel free to keep your Action Requirement (Style), I think it's really cool, and it's something I've personally suggested to my TT Anima group. For Blood of the Dragon, I would suggest emulating a 1 point non-legacy advantage combined with a single monster power worth a maximum of 30 DP with a maximum Gnosis of 10. For example, Blood of the Dragon grants +3 Fatigue and the ability to perform Inhuman actions. Or, Blood of the Dragon grants +25 Physical Resistance and Regeneration 6. any combination is possible. Remember Blood of the Dragon costs 1 CP and a +1 Level Adjustment, so should be slightly more powerful than a 1 point advantage, but less powerful than a 2 point advantage. Also remember main point of Blood of the Dragon is to get Seals of the Dragon.
  16. Blood of the dragon is a 1 point advantage and you're letting it equal two Combat Senses worth of advantages (Combat Senses is a 3 point advantage), as well as an extra Use of Armor (1 point advantage) plus portion of another 1 point advantage. I would just like to step in and say this is completely bonkers and would absolutely love to play in your game with Blood of the Dragon. Also, the quality bonus of the thing you are blocking with is what applies, if you block with your +10 sword, you can't get the shield bonus, if you block with the shield, you can't get a +10 quality bonus the fix is obviously to have a +10 shield as well as a sword. You might as well make his armor +10 while you are at it, considering it's basically illegal RAW to start with a +10 anything, and if you're going to ignore that for his sword you may as well ignore it for everything else.
  17. Yes, Opposite Magic is a 1 point advantage, it is the first advantage under "Advantages for characters with The Gift" in the GM Toolkit (same book you get Use of Armor from) Also, if Kirt's Wear Armor is 80, he gets 5 as a warrior, 5 from Use of Armor, then 15 from his Strength, putting him at 25 base, meaning he would need to spend 110 development points to get up to a Wear Armor of 80. He also has to spend 50 DP on the Soldier Module, and 30 DP on the Bodyguard Module, leaving him with only 170 development points to spend on attack and defense (turns out to about 40 points of Attack and Defense). He's either way overspent on Attack and Defense, or he's way overspent on Wear Armor. If you make him a Weaponmaster, however, it works out. His Initiative, however, is still wrong, he gets -25 from his Shield and another -15 from his +5 Armor. His initiative should be slightly negative.
  18. F3nr1s said: I wouldn't allow "Action Requirement (Style)", because Style is a passive ability. There is no possiblity to hinder a character to use it. Also the disadvantages states, that the character must perform the action (and IMO a passive ability is not a action) or meet the condition (only during the day or with the feets on the ground, which doesn't need a secondary ability). So long, Passive Action is still an Action. But if you must make it Active Action only, I think it is better to say that it is allowed, but you must use it as an active action anyway even if the action is usually passive.
  19. Expensive Ki wise, not expensive MK wise. You'll notice by quickly looking over the techniques in DE that use 3 or more characteristics are also more expensive than all the ones that use one or two characteristics (general rule, haven't closely examined the book enough to say this is absolute). So the process of splitting up your technique so that it covers 3 characteristics just so you can increase the MK cost by 10 so that it costs you 1 point less Ki will always turn out to be a more expensive technique than if you just left it at 1 or 2 characteristics and did not reduce the Ki cost. You spend less Ki if the ability is only 1 or 2 characteristics, unless you reduce Ki cost by 1 point extra than the 3rd characteristic. The cheapest possible Primary char Ki cost is 1, the cheapest Secondary cost is 2. If I take 1 Primary and 2 Secondary, I now pay 5 Ki, if I reduce by 1, I pay 4. That is more expensive than Paying just 1, or just 3 (one primary + one secondary). If you are spreading Ki of one effect over multiple characteristics, you must reduce Ki by an amount at least 1 more than the spread cost. So if distributing to a Char+1 characteristic, you must reduce Ki cost by at least 2 or else you are wasting Ki. If you spread one effect to a Char+1 and Char+2 (most effects do not have two Char+1s) then you must reduce Ki Cost by 4 to not waste Ki.
  20. you neglected to list Kirt's Wear Armor ability, however, based on the fact that he has the Soldier Module and Body Guard module, I can only tell you that he is suffering massive massive penalties to his All Actions, as well as initiative and stuff. Also Necromancy is also opposed to all paths, so by having any necromancy spells, you buy all other spells at double the magic levels. You can get around this penalty by taking the Opposite Magic advantage.
  21. F3nr1s said: No, the technique must use 3 different characteristics, not any effect in the technique. So, if I make a technique with 3 effects, each effect uses a different characteristic to get its ki points from (so, I use 3 characteristics for this technique), I can also lower the ki costs. So long, Except now you are adding 2 extra effects which each use the secondary Ki point cost leading to spending even more Ki than simply taking one Ki effect and spreading it across 3 characteristics. And you have to try really really really hard to come up with a Ki technique that uses 3 effects and is still less than 20 Martial Knowledge.
  22. Lia Valenth said: AlphaWhelp said: However, just because you are paying 20 MK for a technique that should only cost 10, doesn't mean that you should always seek to improve it all the way to 20. Remember more effects mean more Ki cost. Except, as pointed out above, if it is 10 less than the minimum you can increase it to the minimum by decreasing the Ki cost. This is a great way to increase the MK if you need to. Except that you can only decrease the Ki cost if a particular effect is spread out over 3 abilities minimum, which means increasing the Ki cost I imagine most techniques costing 10 MK are cheap enough that they can be accumulated for entirely with a single characteristic, maybe 2. three is paying unnecessary amounts of Ki.
  23. Chaoswarlord said: Excellent. Thanks for the quick response AlphaWhelp! I'll do a little more research on this. CW as a further point of clarification, aura extension is not the only way to be able to block energy, having any kind of energy damaging weapon is good enough, such as with the level 60-70 free access spell Magical Weapon (pg 170) would work just as well as a regular weapon + aura extension, and comes with a free +10 quality to boot. there are lots of different ways to get this ability, it's absurdly common and very essential for anyone who can fight to be able to do this by level 2 at the absolute latest.
  24. Chaoswarlord said: Based on that you only need to have one defense within 50 points, I have a question though. I know there are reasons when block can't be used, such as against energy/touch based attacks or area of effect attacks. Is there any such restrictions to dodge? I thought it might be that wearing armor reduces your dodge defense, but it doesn't seem to. So, why would you ever choose to build up your block instead of your dodge, unless you just get some nice bonus to your block defense based on your class, etc.? Thanks, CW:) Actually the ability to touch energy, as with presence extrusion/aura extension allows you to block energy attacks. Blocking Area Attacks is possible without presence extrusion at a -120 penalty (pg 93), however, if you have it you no longer suffer the penalty, even if you don't, you will still want to block an area attack if you are a block-focused character rather than using dodge at -60 because dodge suffers a further penalty of -80 if you are unable to escape the blast radius. Though, I'm not seeing anywhere that says you can't use block against touch based attacks, I am not sure where you got that idea. A touch-based attack must successfully hit and get at least a 10% damage result to take effect just like everything else that triggers resistance. Anyway, the main advantage of Block over Dodge is, as I've stated above, the ability to block area attacks without penalty provided you have Presence Extrusion or Aura Extension. Another advantage of Block is equipment bonuses, not only do shields give a bonus to block, but the quality of the blocking weapon or shield adds to block as well, while nothing adds to dodge. Furthermore, certain style modules make blocking superior to dodging, such as two-weapon defensive style, and defense from projectiles module. once again, most of this assumes you can stop energy via Aura Extension, but it's such a cheap and easy ability to get, even Weaponmasters should have it.
  25. Darthsylver has the right of it. However, just because you are paying 20 MK for a technique that should only cost 10, doesn't mean that you should always seek to improve it all the way to 20. Remember more effects mean more Ki cost.
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