On the contrary, having Brawn and Agility 5 cyberlimbs costs: Arm 15000 + Agility enhance rating 2 2*6500 + Brawn 2*6500 is 41000 per limb or a mere 164k for all four limbs. (Even if advantage or better sure is useful in Genesys it doesn't compare) In Genesys adding boost on iniative means you get some neat effects but you don't get to act three times as much in combat so the cost of Wired Reflexes is completely stupid for the tiny benefit it gives. In Shadowrun Wire Reflexes is a pure force multiplier, you get twice or thrice as powerful in combat. This can be said about Shadowrun rules as well, wasting karma (or priority bleh) on money means you have less skills and stats but if the money gives stats and benefits back it is still worth it. If the perceived value of money to get "skills and stats" is bad then people rather get stats and skills instead. I found that my players wanted their XP for stats and skills more then they wanted to start with a lot of gear or cyberware, so no one spent any XP to get more money despite having a rigger, street samurai, and a mage.įully understandable. I have just started running this and my group had it session zero. I also plan to have their cyberware become damaged with enough THREAT/DESPAIR as a constant potential. They figure they will get (better) gear and cyberware as they get more money so they are all living on the streets at the moment. I found that my players wanted their XP for stats and skills more then they wanted to start with a lot of gear or cyberware, so no one spent any XP to get more money despite having a rigger, street samurai, and a mage. This includes the CoP version of spending XP to get resources/money similar to the SR resource model, including about 80 XP for 400,000 nuyen (money) with 5000 as a base start instead of 1,000. I have borrowed ideas from the /u/clarity-of-porpoise (CoP) reddit conversion (the Genesys version, not the earlier Star Wars conversion all the mechanics, zero fluff) and another 15 page SotBS SR version. I have ripped this apart and rebuilt it in Indesign so that I can modify this as necessary as I find these issues (and to give it a SofBS theme). This is because the author wasn't very thorough in copying the text from the original SR books. There are various concepts (rules, gear, abilities, etc) that are mentioned in the text, in passing, but are not actually defined. The book looks pretty but it has some significant gaps, the money you mentioned just being but one. Force 3 spirit increases the difficulty of the summon by 2 steps to 4 difficulty dice, however should the shaman succeed the spirit would have +2 to all characteristics. Add the same number to all characteristics of the summoned spirit. To summon a higher rank spirit add the addition number difficulty dice as the spirit force difference to force 1. The basic spirits in adversary section are considered Force 1 and cost 2 difficulty dice to summon. (Consider Summon spirits its own unique spell type) But on shamans may use the full conjuring magic spell type. Wounds like this can be healed by normal means but not magical means.īoth Hermetic mages and Shamans may summon spirit. X being the difference between force and magic skill. Should your drain ever exceed your current strain, you fall unconscious.ĭrain can only be healed by a long rest or at a rate of 1 drain per hour rested.Įxample: Wizzo the mage is at current strain of 7/12 and has cast 3 spells for a total of 6 drain, should he cast one more spell before healing any strain, his drain would increase to 8, which exceeds his current strain therefore he falls unconscious.ĭifficulty dice is considered Force of the spell.Ĭasting a spell that exceed the number of difficulty dice over the casters magic skill shall be X wounds as well as the 2 drain cost. Magic Skill ranks may not exceed Knowledge ranks.Ĭasting a spell or summoning a spirit costs 2 drain and costs no strain.ĭrain differs from strain in that while it still draws from the same resource pool, Drain counts upwards from zero, and strain counts downwards from your maximum strain threshold. My house rules for magic which are working very well so far.
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