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From the words of JM Hardy on Facebook:

Platinum - AAA
Gold - AA
Silver - A
Bronze - B
Copper - C
Blue - D
White - E
Unlisted - Z

General Discussion / Emerald City & Lone Star’s New Security Ratings
« Last post by Maded on Today at 06:50:24 »
Aside from guesswork based upon reading through Emerald City and Sixth World Companion, I must have missed any direct translation of the older Zone Ratings to the new Lone Star security ratings. Can anyone pop those up here? Thanks!
They are in a good spot compared to the initial writing  :P The current balancing solution still treats the Magic Points from the Priorty Column differently than Magic from Special Attribute Points or Karma Advancements, which is prone to confusion and doesn´t organically translate to other Chargen Systems - hence the problem MM pointed out. Simply treating them like normal Adepts with only Magic/2 PP would have been the more elegant (and arguably, balanced) way.

NB: Just noticed that Mysads already get Astral Perception for free - I was under the Impression that they still had to buy the Adept power - which also means that an out-of-the-box MysAd beats a PhysAd even without the spells and Summons rn. They essentially get 1 PP worth of Powers for free!   
Mysads are also in a decent place with point buy, though their point cost can vary WILDLY depending on how many PP you purchase.  If you normally go for a 4 Mag/4 PP build, it's pretty similar, little over 100 IIRC though.  But if you do a 4 Mag/2 PP build, suddenly you have 16 extra CP to spend on things.  Usually the point of a mysad at character creation is to get as many PP as possible.
Rules and such / Re: Mystic Adepts get a ridiculous boost in Life Path
« Last post by Xenon on <05-19-22/1538:20> »
Seriously, Mysads are really not that hard to balance acrosss all the different ...
I was under the impression that mysads were actually in a pretty good spot (for regular priority, post errata).
So even Lifepaths is busted when it comes to Mysads. Why am I not surprised? ::)

Seriously, Mysads are really not that hard to balance acrosss all the different chargen methods - as long as you are willing to limit their potential to a reasonable degree, that is. Just give them only half their Magic in PP (no rounding needed, PP are valuable in Fractions as well) and only 1x Magic (i.e. half of the spells a Full magician gets) in Starting Spells. Take away the option to Initiate for 1PP and confine them to getting their PP by increasing their Magic Attribute (or by using KI Foci) - and of course, they only get 0.5 points for each Karma-bought point of Magic as well. Maybe give them Astral Vision without Adept Powers, if all that sounds to punishing. Mysads are supposed to be a "blend" of Magicians and Adepts, so why not just make that blend more or less 50/50 all they way? No confusing separation of priorities/points/path-based Magic and Karma Progression needed.
Rules and such / Re: Mystic Adepts get a ridiculous boost in Life Path
« Last post by mik212 on <05-18-22/2059:21> »
Dope. I'll keep that in mind next time I play a mystic adept. ;D
Thanks to the inscrutable design choices in Life Path, mystic adepts will commonly be created with 6 magic, 6 power points, and a nice selection spells.  Compare that to the max you could get from priority: 6 magic, and only 4 magic's worth of points divided between PP and spells.  A lot of thought about power levels obviously went into designing mystic adepts. 
All that goes right out the window in Life Paths, where mystic adepts get to choose a power point OR spell every time they gain magic in chargen, followed by the ability to purchase spells and PP with karma.  So instead of having to make hard choices, get a little from each realm and not excelling in either, they will literally come out of chargen with the power of a full adept plus as many spells as they care to pay for. The only difference being they will not gain PP when increasing their Magic rating, which is the least cost effective way to gain a PP anyway. 
Or, to put it in another term, just build your Life Path mysad the way you would a standard magician, and accept the tradeoff of astral projection for a full slate of adept power points.  Spend 20 karma on 4 starter spells, you're golden. 
Gamemasters' Lounge / Re: [6E] How to make the combat fun?
« Last post by Michael Chandra on <05-18-22/1903:06> »
I've been writing up a lot of different approaches of weaker grunts to combat, using varying force multipliers and on occasion wave combat. The quick summary is simply 'don't just make it straight-up firing, use terrain and tricks'. This could be just cover (and combat drugs), an ambush with good sneaky surprises, or hard use of terrain such as causing a building to collapse. Lots of options if you make the enemies use Cover, groups, and cheaty tricks.

They are "Fey"  Which basically means they are spirits. Kind of. Sorta. Not really, but close enough.

Running wild (4e) page 177 has this write up:

Leprechauns are faeries that manifest as small humanoids
that can be easily mistaken for dwarves. While folk tales depict
them in green clothing with a green hat and guarding faerie
treasures (pots of gold), only the essence of the stories are true.
Leprechauns are the faerie equivalent of business executives
who become completely absorbed in accumulating riches (not
necessarily in the classic sense of gold or money). While many
leprechauns are craftsmen, some runners may encounter them as
Mr. Johnsons (working on behalf of the fey) using Realistic Form
and Aura Masking to hide their true nature.
F+1 F F+2 F–2 F F F F F F F (Fx2)+2 2
Astral Initiative/IP: F x 2, 3
Movement: 10/25
Skills: Artisan, Assensing, Astral Combat, Con, Dodge,
Negotiation, Perception, Unarmed Combat
Powers: Accident, Astral Form, Aura Masking, Banishing
Resistance, Fey Glamour, Materialization, Realistic Form,
Sapience, Vanishing, Wealth

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