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I finally got Run Faster!

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Raiderjoseph

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« on: <02-18-16/2001:44> »
Just an announcement! Holy crap this life module thing kicks ass! My favorite thing to do in any rpg is customize characters. Are there any more modules in any other books? I kinda see a lack of spellcasting modules. Or is that just me?
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PiXeL01

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« Reply #1 on: <02-18-16/2052:00> »
There are life modules all over the place. I have compiled a list which you can find following the link in my signature.

There are spell casting modules though mostly in the Real Life section
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Raiderjoseph

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« Reply #2 on: <02-18-16/2106:21> »
I know. It just seems like an Awakened studying his magic from a young age seems less doable from this system. Maybe its just me. Meh. Thanks for the link. Useful stuff.
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Whiskeyjack

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« Reply #3 on: <02-18-16/2134:05> »
Life modules.......you definitely can end up with higher numbers, but they're less focused, so you may wind up with really redundant and/or bad skills at high levels and less stuff you actually want.....so meh.
Playability > verisimilitude.

Raiderjoseph

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« Reply #4 on: <02-18-16/2335:54> »
Life modules.......you definitely can end up with higher numbers, but they're less focused, so you may wind up with really redundant and/or bad skills at high levels and less stuff you actually want.....so meh.

Noticed this from the get go. But it looks fun and fun is an important factor. Im already working on a Rocker concept sorta. But at least it looks fun.
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Triskavanski

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« Reply #5 on: <02-19-16/0534:29> »
As time goes on, if they keep making more mods, you'll get a lot more use out of it.

Its better than straight up point buy IMO, but there is a heavy lack of just generic stuff needed to flesh out a character without really repeating the same ones over and over again.
Concepts are great, but implementation sucks. Why not improve it?

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PiXeL01

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« Reply #6 on: <02-19-16/0734:13> »
A creation formulae would be nice to have so people could create and share their own
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Backgammon

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« Reply #7 on: <02-19-16/1005:42> »
There isn't a formula. When I built a bunch for books following Run Faster (Data Trails, Chrome Flesh), I built a spreadsheet to help me understand values. The problem is that, the further along in "life" you are, the more variable the value of a life module is. You have to factor in all other possible module choices. In terms of Karma, which is the elementary building brick, a given module that can potentially jack a skill to rating 5-6 is worth more than one that only sees you spread 2-3s over many skills. Plus, there is the soft concept of some skills being more useful than others. Perception and combat skills are more useful that Indusrial Mechanic, even though they cost the same.

So, at the end of the day, I wasn't about to invest the time to build a 7 dimension array of every possible life module. So I took a handful and did this exercises, looking at the "value" of existing modules. Then I crafted the new modules and check them against the same benchmark to ensure they fit the same value (more or less) was achieved, and also eyeballed them to ensure they were equally "useful".

So... this is an art, not a science.
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Triskavanski

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« Reply #8 on: <02-19-16/1946:12> »
Well requests for future models

Hacking skill mods without a plethora of qualities attached to it. Its one of the hardest things I've been having with a technomancer character, that there is like no mods that are hacking oriented in the real life, without getting 1-3 qualities (typically 10-15 points worth too) which makes it hard to get some that stack. Less things that use logic! Holy guacamole theres a lot of stuff that increases logic. More things to increase Will Power, Body that aren't "You joined the military/Law enforcement"

Like one that would be cool is something like a Rocker. No fame mods on it, but +1 willpower +1 body, gives Drug Tolerant Quality (So you can be like Ozzy!) then some minor skills in music and love making. Demotions. Why Demolitions? Cause who are you going to pay to have a rocking stage show?


And yes, the stacking does make somethings increase, eventually to more karma than it cost, depending. But isn't that kinda the point? I thought it was since you drop from like 850 to 750 for doing life mods.
Concepts are great, but implementation sucks. Why not improve it?

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Dinendae

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« Reply #9 on: <02-20-16/0053:47> »
Keep in mind that you can buy off the life module negative qualities, or drop the positive qualities (and lose the equivalent karma they give), to take qualities that make more sense during character creation.

Wakshaani

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« Reply #10 on: <02-20-16/0054:41> »
There's a bunch of Life Modules that I'd like to create, but, I haven't been tapping away at that partof things yet.

Have to drop a line to Backgammon and get some pointers. :)

Dinendae

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« Reply #11 on: <02-20-16/0057:05> »
There's a bunch of Life Modules that I'd like to create, but, I haven't been tapping away at that partof things yet.

Have to drop a line to Backgammon and get some pointers. :)

Please tell me that some of those include more magically oriented life modules? Technomancers need some help in that area as well, but I'm guessing we'll see those when the technomancer supplement comes out.

Wakshaani

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« Reply #12 on: <02-20-16/0212:49> »
A few, yeah. Several Samurai ones that are less ... psychotic ... than some of the ones we've seen thusfar. Some media ones. Just, you know ... all kinds of stuff. I just have to find time to do it, then convince upstairs to put it someplace. :)

Pap Renvela

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« Reply #13 on: <02-20-16/0257:14> »
Stick one in the enhanced fiction thingee they do every once in a while.

Dinendae

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« Reply #14 on: <02-20-16/0459:45> »
A few, yeah. Several Samurai ones that are less ... psychotic ... than some of the ones we've seen thusfar. Some media ones. Just, you know ... all kinds of stuff. I just have to find time to do it, then convince upstairs to put it someplace. :)


Ooh, I like how this is sounding already!  ;D