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[OOC] Soulless in Seattle

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RHat

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« Reply #300 on: <04-22-13/1922:16> »
One thing you could do is switch Improved Reflexes for Rush, downgrade Critical Strike by 2, and eliminate Elemental Strike (especially since you really don't at all need it for what you chose it for), freeing up around 2.5 points.
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Retrokinesis

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« Reply #301 on: <04-22-13/2123:00> »
Good suggestions, but I'd advise against swapping IR for Rush. Sure it's cheaper but you'd be limited to 2 IP without drugs and you'd take drain every single turn you wanted to use the second one. That's before you act so you don't get to wait and see if you need it. Also, it's not covered by the Warrior's Way discount so your advancement potential would be more limited.

You can move stuff around if you like or just declare it done and I'll have Steelfish introduce you IC. Your call.
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RHat

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« Reply #302 on: <04-22-13/2150:20> »
The usefulness of Rush certainly depends on how often you expect to need/want the second pass.
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Retrokinesis

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« Reply #303 on: <04-22-13/2159:39> »
Exactly. I'd argue that pretty much everyone needs a second pass and only pure combatants need a third. Nobody really needs a fourth but if you're a Warrior's Way adept with a Geas anyway it's worth picking up for the REA bonus alone.
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Reiper

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« Reply #304 on: <04-23-13/1722:04> »
I'm going to do a quick rebuild tonight and take some of your suggestions into account.

BTW I don't have the book Rush is in, whats it do?
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"Hello, my name is Johnson, I would like to introduce you to my associates, Mr. Johnson, Mr. Johnson, and Mrs. Johnson."

Retrokinesis

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« Reply #305 on: <04-23-13/1812:13> »
It's from War! and costs 0.5 points. If activated at the beginning of your turn, you get +1 initiative pass. However, you have to resist physical drain equal to twice the total number of IPs you have. So it's basically cheaper Improved Reflexes 1 that causes drain whenever you actually use it.
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RHat

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« Reply #306 on: <04-23-13/1816:49> »
Meanwhile, you've got about 10 dice for resistance.  Meaning you'll probably take some damage when you use it, but you can expect to resist most of it.  And if you get IR later, you can stack the two.

Basically it's a way of shifting the cost for the extra pass.
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RHat

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« Reply #307 on: <04-23-13/1906:08> »
Right, so, if people can give me a list of gear that they need to get ahold of so I can make the necessary rolls...

Reiper: Advance from the job is 15000 nuyen; if you want we can assume my character's already contacted yours.
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Chrona

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« Reply #308 on: <04-23-13/1917:12> »
Three star may not settle down before the end of the scene after this nerves been hit, so ill just say here that he'd need heavy pistol, revolver and assault rifle ammo of the various types we're getting, and im sure he'd pass that onto Shark at some point, but I may not remember by then .

oh and throw in a cyberware toolkit for him to do maintenance while we're over there, it's just fluff wise though.

then theres those rifles e suggested IC

Reiper

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« Reply #309 on: <04-23-13/2127:26> »
btw is this a heavy combat or more infil type game? Will help a lot on the redesign (will have her posted as soon as I get home tonight)

It looks like I'm going to have to buy way of the adept, but anyone have the rules for swift and terrible?

Trying to redo my last .75 of my powers

« Last Edit: <04-23-13/2136:43> by Reiper »
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Retrokinesis

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« Reply #310 on: <04-23-13/2226:00> »
Cost 0.5 per level and restricted to Warrior's Way adepts only. You get +1 to Initiative for the next round for every enemy "beaten" in melee combat in a round. It's only for the next round, though, and limited to your levels in the power. So it's basically worthless. Also super vague as it doesn't define "beaten".

I have no idea what kind of game it's going to be. That's totally up to how you guys handle things :P.
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RHat

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« Reply #311 on: <04-27-13/0039:24> »
Alright, folks, let me know what I need to make Availability rolls for.
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Retrokinesis

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« Reply #312 on: <04-27-13/0124:33> »
Just as a notice, nobody ever has to make actual availability rolls for ammunition - excepting truly exotic stuff like Deathdealer rounds and mortar shells. Basically, anything grenades and under in cost/power I'm assuming dedicated runners have fairly free access to unless they end up in the middle of nowhere or are being actively shunned by every dealer in the city.

As for Marduk... he needs the gauss rifle and mod parts, though it'll take Jimmy probably even later then we get back to acquire them. The rifle itself is 24F/13000, external smartgun is 4R/400, chameleon coating is 10R/1000, improved rangefinder is 6/1000, and powered breakdown is 10R/13200. Most of that's pretty simple to get (except the rifle itself) and Tink can install all of it except the breakdown with at least an armorer shop. The last mod requires an industrial mechanic facility, though, which I don't think he's willing to spring for so I'll have to pay an NPC to handle it.
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Retrokinesis

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« Reply #314 on: <04-30-13/0234:24> »
Just making sure everyone's still here!

Reiper, are you still interested? We still don't have your redesigned character.
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