I think that understanding a mindset allows for better role-play. I don't know if I agree that people who role-play a certain thing have the urges of the people they play, as I've played rapists, thieves, and murderers. But I think anyone that watches shows like Law & Order or CSI, even things like Cold Case Files or Forensic Studies understand in detail how murder works, the psychology of murderers and while we may not be able to profile them with a great deal of accuracy, it's enough that we can create a character that can turn the things we've seen or read into a believable character.
When it comes to repetitive runs though, I suppose that's a sticky situation. It's easy for people to be like Desdemona since, if you want to be professional about a run, especially one that revolves around wet work, you're probably not going to half ass it and just send whoever the mark is to the hospital, or leave them for DocWagon to scoop up. An extra bullet to the temple or a swing of a sword can make sure you do the job without error, and yet Fynk and the Elven diplomat keep coming back. The idea of body doubles is interesting, and I think for more high profile people it would be a good way to spin something, especially if you're new and unlucky enough to run into two sets of Diplomats and their bodyguards. For Fynk, I find myself saying time and time again in character "He must have a better DocWagon contract than Lone Star." It's not an explanation in and of itself, but when you finish a job with someone, and you know people are coming in every other day asking where he is, it's just difficult to come up with something to adequately explain it. It would be easy to suggest that they simply change the jobs from "wet work" to apprehension, where you still "kill" the mark, but really send them to DocWagon where they can be taken away by Lone Star for whatever they did, but eh, I just don't like the feeling of not doing any real wet work runs since that's pretty much all Urthor is good for (Smashy smashy!).
I keep things vague to the best of my ability, simply for lack of good explanation.
back to the numbers
about 14 hours ago was a discussion on ooc about magic rating. spells of a specific numeric force are regulated by ucas law indicating some method of determining force of a formula and of a cast spell must exist. the rules on assensing give some details on how one might do this though still leave things a bit vague. additionally there is drain there is a clear and obvious difference between physical drain and mental drain and this is pointed out in the story in the corebook describing astral projection. spells cast at a force higher than one's magic rating cause physical drain. additionally foci cause magic loss if activated in excess of double magic rating and are priced by force. so because of at least three methods of comparison and the importance of the knowledge it can be assumed at least for a fully trained magician their magic rating is something they are well aware of and if a hermetic definitely numerically. on to essence, cyberware is well studied by megacorps they know what it takes to make a cyberzombie they know when a combination of bioware and essence loss will lead to poor health. they know this because they are constantly riding that limit with their elites and working to reduce these effects so as to pump in more wares and for the health of their elder ceos. canon describes hermetics on several occasions having small amounts of ware and of many burnouts from this I would conclude sufficient post op research would be done to strongly confirm the degree of effect of ware on magic loss (at least to the knowledge of formally trained hermetics). what is known by other magicians I will not discuss though i will mention the existance of dunklezahn's bequest for the people's university.
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