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Topic: Advice for Newbies |
Title: Member
Posts: 282
Joined: 18 Dec 2006
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Date Posted: Wed Jan 23, 2008 12:34 am
Subject: Advice for Newbies Date Edited: Sun Feb 10, 2008 11:20 am (edits total: 3) Edited By: Davan Crow
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We seem to be getting a lot of new players recently, and I think we all know how overwhelming and downright confusing chargen can be for a new player, especially those who have no familiarity with Shadowrun 3rd Edition rules. Newbies have many questions, and I, as one of the more active Newbie Helpers, know this better than most. So, in the spirit of helpfulness, as well as not having to answer the same questions over and over, I decided to write up this post to supply newbies with some basic character creation advice. I'm going to strive to point out various options, without coming out and saying 'this way is the best way'. So, let us begin.
Tips for All Characters.
These are some basic chargen tips which are useful for all different character types.
Attributes & Skills: All attributes and skills can be increased outside of chargen (though not until you're out of newbie status, past 26 TKE, or Total Karma Earned). Skills can be increased beyond the maximum chargen levels (up to 8, higher for a limited selection). Attributes cannot be raised higher than the normal maximum level they can reach in chargen, at least not without the use of cyber/bio/adept abilities/spells. Read 'help maximums' for a list of maximum unmodified attributes for each race.
The choice between high initial attributes but fewer skills, or more skills but lower attributes, is a tossup. On the one hand, skills are more costly to gain/increase later, while increasing attributes is relatively cheap. On the other hand, high attributes (especially Body, Quickness, Intelligence, and Willpower) can greatly increase initial survivability and make it easier to kill mobs and finish certain autoruns without assistance. This is up to you. Do remember that it's cheaper to increase a skill from 0-3 than it is from 3-6, and attributes also get more expensive to increase the higher the level, so it may be worthwhile to max out some skills and leaving some to learn later in game, or to max out some attributes while leaving others at 1 until you can train them later.
Useful Attributes for All Characters: Body lets you soak more damage and lets you better resist certain spells. Quickness adds to your Combat Pool (which can be used to hit better, dodge ranged attacks, or soak more damage), helps determine your Reaction, and determines how much armour you can wear without penalties. Intelligence adds to your Combat Pool and helps determine your Reaction. Willpower adds to your Combat Pool and lets you better resist certain spells.
Useful Skills for All Characters: Negotiation, especially at a high level, lets you buy equipment for less, sell it for more, and get more out of autoruns. Etiquette is less important, but without it you'll have some big difficulty buying certain things unless you get them from other characters ('fixers', as such people are called). Street and Corporate are the most commonly used etiquette skills. Athletics lets you climb and swim (hopefully) without dying in an embarrassing manner. Stealth can be extremely useful when you want to run past aggro mobs without getting owned, as well as when recovering your belongings after death. Electronics lets you bypass some locks and crack credsticks to access their money, though trying to crack a credstick with low skill is probably more trouble than it's worth, and there is a mob who will do it for you... For a fee, of course. Knowing how to drive can be useful, and 1 point in any driving skill allows you to drive any type of vehicle under normal circumstances. Just don't try speeding or ramming anything. 1 point in BR/<vehicle> will let you repair dings in your vehicle, at very least, though I wouldn't suggest trying to add upgrades to it, you're likely to end up destroying them.
NERP Skills: NERP basically means something doesn't do anything in-code, and is only useful in RP or dice-run events. Nerp skills include Centering, Enchanting, Talismongery, Projectiles and Thrown weapons, and Electronics B/R.
Useful Equipment for All Characters: A radio. Don't forget to get a radio. Seriously. It's your best friend. A pocket secretary is also pretty handy, as is a phone. Docwagon modulators (especially platinum) are handy, but never wear them until you're past newbie status. No penalties to dying as a newbie, and modulators and pretty flimsy and expensive to replace. Not to mention that you get charged a fee whenever your modulator rescues you. With regards to armour, Form-Fit doesn't count against your max-armour-worn without getting penalties, so there's little reason not to wear it. You can 'wear vest bod' if you want to wear an armoured vest along with your form-fit.
More posts to come with tips for specific character types.
-----signature----- "Any sufficiently advanced technology is indistinguishable from magic." --Arthur C. Clark
"Any sufficiently advanced magic is indistinguishable from technology." --Larry Niven
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Title: Member
Posts: 282
Joined: 18 Dec 2006
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Date Posted: Wed Jan 23, 2008 12:41 am
Subject: Street Samurai Date Edited: Tue Feb 26, 2008 9:55 pm (edits total: 1) Edited By: Davan Crow
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Tips for Street Samurai
Street Samurai, or just samurai or sammies, is the general term for a mundane combat-focused characters, usually heavily modified with cyber and bioware. They fall into two main subtypes (though there is often a lot of crossover): Ranged Sammies and Melee Sammies.
Attributes for Ranged Sammies: Initiative, along with your Combat Pool, is the most important thing for a ranged samurai. Whomever wins the initiative test shoots first, and in many cases the first shot is the deciding shot. Quickness and Intelligence determines your base Reaction, which is the 'static' (non-random) portion of your Init, so both are very important. Willpower, along with Qui and Int, determines your Cpool, making it possibly your third most important attribute.
Skills for Ranged Sammies: Obviously, a guns skill of some kind, probably at as high a level as you can get. Assault Rifles are probably the most common choice, and are quite powerful and versatile. Submachine Guns are basically less-powerful ARs which can fit in a holster instead of a rifle strap. Shotguns, especially the burstfire shotgun(s), can be very powerful, though they lack any APDS (armor-piercing) ammo, which can be a disadvantage versus certain mobs and players (though APDS for any gun is very hard to get). Pistols can be effective with high skill, some more effective than SMGs, though never as powerful as an AR. Rifles can be very useful for sniping, but pretty much require a high skill and are nearly useless when shooting at something in the same room. Outside of guns skills, Clubs is used when smacking someone who tries to melee you while you're shooting at them, or Polearms if the gun is equipped with a bayonet.
Cyberware & Bioware for Ranged Sammies: A Smartlink (or SL-II, doesn't matter in code) is perhaps your single most important piece of 'wares... It lets you shoot better when wielding a gun with a smartlink attachment. As mentioned, your Initiative is very important, so anything that increases your Qui, Int, Rea, or Init. Muscle Toner for Qui, Cerebral Booster for Int, Enhanced Articulation gives +1 Rea and a bonus die to roll on most physical skills, including guns. Your biggest choice will likely be whether you choose to use Wired Reflexes or the combination of Boosted Reflexes and a Synaptic Accelerator as your Rea/Init booster. Wired has the benefit of increasing your Rea higher, but with fewer Init dice to roll. Boosted+Synaptic gives a lower base Rea bonus (though other 'wares can increase that either directly or indirectly, such as increasing Qui or Int), but grants you the mighty +5d6 Init dice. The highest possible Init on the MUD (without the use of combat drugs) is 20+5d6, though it's fairly rare.
Attributes for Melee Sammies: Body, Strength, and Quickness are perhaps your most important. Soaking damage, dealing damage, and wearing more armor are all very important. Cpool is important for everyone, so don't forget your Int or Will.
Skills for Melee Sammies: A melee weapon skill, obviously. Unarmed Combat and Cyber-Implant Weaponry are generally considered sub-par, but can be very useful backup skills. Polearms is quite possibly the 'best' of the melee skills, especially for a strong character. Whips is very good (get a monowhip) if you're not particularly strong, but if you're playing a melee sammy, then you probably are. The other melee combat skills are pretty much equally good... They're good and can be very effective.
Cyberware & Bioware for Melee Sammies: Init is less important (though far from worthless) for melee sammies, you mostly want things which increase your toughness, damage, or Cpool. Muscle Augmentation for Str, Muscle Toner for Qui (and more Cpool and armour), Enhanced Articulation for the bonus die with physical skills, and the +1 Rea never hurts. Cerebral Booster for Int (and Cpool). Dermal Sheathing increases your Bod and armour (it's a better version of Dermal Plating). Bone Lacing increases Bod, armour, and your unarmed attack damage... Titanium is especially good. You'll likely want to make a choice between a Pain Editor or Trauma Dampener. Editors remove all penalties for stun (M) damage while active, and will even let you keep fighting when you should be unconscious, but you won't be able to see your real health scores (will show 10P 10M while active). Dampeners are always active and actually reduce damage taken from each hit... A small amount, but very useful at times.
-----signature----- "Any sufficiently advanced technology is indistinguishable from magic." --Arthur C. Clark
"Any sufficiently advanced magic is indistinguishable from technology." --Larry Niven
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Title: Member
Posts: 282
Joined: 18 Dec 2006
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Date Posted: Wed Jan 23, 2008 2:15 am
Subject: Adepts
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Tips for Adepts
Adepts are much like Street Samurai, though they use internally-focused magic to increase their abilities instead of (or in addition to) cyber and bioware. Adepts come in two flavour: 'Pure' and 'Cyber/Bio Adepts'. Pure Adepts are those who rely entirely or nearly so on their magical abilities, with no cyber or bioware, except perhaps for an occasional small exception, such as a Smartlink. Cyber/Bio Adepts make extensive use of cyber and/or bioware, which reduces their Magic score (and therefor their number of powers), but is sometimes worth it. This guide primarily covers Pure Adepts. If you want to make a Cyber/Bio Adept, mix in bits of suggested 'wares from the Street Samurai section. Like Samurai, Adepts fall into two major subtypes: Ranged Adepts or Melee Adepts.
Attributes for Ranged Adepts: Pretty much the same as I've already suggested for all characters and the suggestions I made for Ranged Sammies.
Skills for Ranged Adepts: Also the same as I've already mentioned as useful for all characters or for Ranged Sammies.
Powers for Ranged Adepts: The one big one: Quick Strike. It's expensive, but it means that, no matter what your Initiative, you'll always act first in combat (except versus another adept with a higher Init). Even with QS, a high Init gives you more actions each round of combat, so Increased Reflexes (the equal of Wired Reflexes) can be helpful. Astral Perception allows you to see invisible people and mobs without using ultrasound goggles, and it's the only way to see mages who are both invisible and stealthed. Combat Sense adds directly to your Cpool, making it handy to have if you have the point. Side Step gives you more dice to use when dodging enemy fire. The Improved Sense powers are very useful if you don't have equipment which adds low-light/thermo/magnification. Improved Attribute for Qui boosts your Rea, adds Cpool, and allows you to wear more armour to boot. Rapid Heal speeds up healing time by a LOT, making it useful for all adepts.
Cyberware & Bioware for Ranged Adepts: See the Street Samurai section, especially about the Smartlink. Also, see the end of this section for a note about 'wares and adepts.
Attributes for Melee Adepts: See the advice I've given for all characters and for Melee Samurai.
Skills for Melee Adepts: See the advice I've given for all characters and for Melee Samurai.
Powers for Melee Adepts: As mentioned in the Samurai section, Init is less important for melee characters. Going first is also less important, so QS isn't as useful and may not be worth the 3 point investment. As a matter of fact, you may want to AVOID going first, at least if you get the Counterstrike power. It gives you bonus dice when defending in melee combat. Improved Attribute for Str means more damage, Bod means more damage soaking, and Qui means more Cpool and armour. Combat Sense adds Cpool, which is always handy. Improved Sense powers can be useful, though magnification isn't as useful as it is for ranged combat. Rapid Heal is highly useful for all adepts. If you're wanting to use unarmed combat, Killing Hands and Distance Strike are invaluable.
Cyberware & Bioware for Melee Adepts: See the Street Samurai section. Also, see the end of this section for a note about 'wares and adepts.
A note about cyber/bio and adepts: Cyberware reduces your Magic score by an amount equal to it's essence cost (round up), and Bioware reduces it by half of the bio's rating (round up, so 0.20 and 1.90 worth of bio both cost 1 magic). Lost magic means fewer adept powers. Sometimes this is worthwhile, especially since you can Initiate later on to increase your Magic. Whether or not you buy cyber/bio for your adept, and what you choose, is entirely up to you.
-----signature----- "Any sufficiently advanced technology is indistinguishable from magic." --Arthur C. Clark
"Any sufficiently advanced magic is indistinguishable from technology." --Larry Niven
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Title: Member
Posts: 282
Joined: 18 Dec 2006
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Date Posted: Wed Jan 23, 2008 2:48 am
Subject: Spellcasters Date Edited: Wed Sep 17, 2008 2:03 am (edits total: 4) Edited By: Davan Crow
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Tips for Spellcasters
My personal specialty. Spellcasters, spellslingers, Hermetics, Shamans, they rely on spells for protection and to lay down pain upon their enemies. Spellcasters are possibly the most powerful character type available, and even a newbie mage can take down the most powerful sammie with a simple spell. However, since they rarely have lots of 'wares nor access to Adept Powers, they tend to be rather flimsy, especially early on.
Hermetics and Shamans are pretty much the same, with a few exceptions. Hermetics use expensive libraries to create new spells and to conjure Elementals, which can be very useful but are quite expensive, especially for new characters. Shamans create cheap lodges for spell creation and can conjure Nature Spirits anywhere, but they are weaker and less generally useful than Elementals. They're free, though.
Attributes for Spellcasters: Willpower is most important, as it's used to resist drain (stun or M damage) from spellcasting, and also helps determine your Spell Pool. Intelligence is the other attribute which affects your Spool, along with your Magic. Charisma is important when using conjuring and when astrally projecting, but is not essential otherwise.
Skills for Spellcasters: Sorcery is most important for spellcasting, you'll want to max it if you want to cast spells. Conjuring is, quite obviously, used when conjuring, as well as when banishing spirits. Combat skills can also come in handy, especially a melee skill (in case something closes to melee before you can blast them with a spell).
Spells for (duh) Spellcasters: Stunbolt or Manabolt at force 6. I suggest Stunbolt, since it has lower drain. Stun someone then kick them (or chop, shoot, etc.) until they die. Manabolt is useful for use on other players, since it isn't resisted by a Pain Editor. Heal at force 6 can be invaluable for when you're injured, though don't expect it to work well on people with lots of cyberware. An elemental manipulation spell, such as Lightning Bolt, at force 6 can come in handy at times... Very high drain, but better than other spells in certain situations. Last, but not least, Improved Invisibility and Stealth, both at force 1. Yes, only force 1. Those two spells together means you're invisible to anything but Astral Perception, which is extraordinarily useful. These spells are mostly useless at force 1 in RP/dice-run situations.
Foci for Spellcasters: A Power Focus is possibly most important, as it adds it's rating both to your Magic AND directly to your Spool. Very handy. I suggest you get a pair of low-force (1 is best, 2 is best in chargen) Sustaining Foci bonded to your Improved Invisibility and Stealth spells... Otherwise you'll be taking some stiff penalties when trying to do anything else while you have those spells active. Sustainers for Armour, Combat Sense, and Increase Attribute (especially Will) spells are also useful, but probably not going to be available at the start.
VERY IMPORTANT NOTE ABOUT FOCI: Never, EVER, use more than (base Magic x 2) force points worth of foci at once time. Seriously, be VERY careful. And in the case of sustainers, that's the force of the focus, not that of the spell it's sustaining. So a force 2 armband sustaining a force 1 spell counts as 2 points of force. BAD things happen if you use more foci than this at one time.
Cyberware & Bioware for Spellcasters: Entirely up to you, though see the notes mentioned at the bottom of the Adept section. Pain Editors can be particularly useful for spellcasters, as while it's active you can keep casting spells even after drain should normally render you unconscious... Though you can end up killing yourself if you're not careful. The Cerebral Booster increases Int, which makes it very useful if you plan on getting some other cyber/bio anyway.
Note: The spell documentation help thread, written by Daedalus, can be found here: http://www.awakenedworlds.net/boards/viewtopic.php?t=824
-----signature----- "Any sufficiently advanced technology is indistinguishable from magic." --Arthur C. Clark
"Any sufficiently advanced magic is indistinguishable from technology." --Larry Niven
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Title: Runner
Posts: 79
Joined: 26 Oct 2006
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Date Posted: Wed Jan 23, 2008 5:13 pm
Subject:
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Great guide for anyone new or old who wants to get a quick grasp on most of the archetypes. Good job, and for all those coming to read this, heed his words.
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Title: Member
Posts: 376
Joined: 01 Nov 2006
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Date Posted: Wed Jan 23, 2008 5:30 pm
Subject:
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Heh. Somewhat new to adeptry (and that MUD had different rules, I think), so this helps, a lot.
-----signature----- "Those that live by the sword get shot by those that don't."
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Title: Fixer
Posts: 195
Joined: 05 Oct 2007
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Date Posted: Wed Jan 23, 2008 6:34 pm
Subject:
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Good points, Davan. One thing about the Vehicle B/R skills is that they are not actually required but it is a lot harder to repair a wrecked vehicle without them. All that is really needed is the appropriate tools to do the work. Also for new players in CG, read the room descriptions thoroughly. It is a beg help when you do.
-----signature----- Don't fear the Reaver!
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Posts: 282
Joined: 18 Dec 2006
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Date Posted: Thu Jan 24, 2008 12:16 am
Subject: Riggers Date Edited: Sat Feb 02, 2008 3:59 am (edits total: 1) Edited By: Davan Crow
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Tips for Riggers
Riggers are vehicular specialists, relying heavily on their ability to control vehicles and drones with a cybernetic link and/or remote control deck. It can be difficult to play a 'pure' Rigger who relies entirely on vehicles and drones, and many pick up some extra 'wares so they can function as a Samurai of sorts.
Attributes for Riggers: Quickness and Intelligence, as those determine Reaction, which is the most important attribute for a Rigger. Unlike Samurai and Adepts, attributes modified with 'wares (or magic) don't help the Rigger at all with his primary job, though one who plans on being a capable combatant outside of vehicles (strongly suggested) can still benefit from modified attributes.
Skills for Riggers: Obviously, a driving skill. Driving/Truck is a good choice, as trucks are generally the toughest vehicles available, not to mention the often large cargo space and plenty of room for upgrades. It's generally better to max out one driving skill, as it can default to other vehicles with a small penalty. BR/<vehicle> at a reasonable skill level is a good thing to have unless you want to rely on other mechanics to do all your upgrading and repairs. Gunnery is essential if you plan on mounting weapons on your vehicles or drones (and what rigger doesn't?).
Cyberware & Bioware for Riggers: All a Rigger really needs is a Datajack of some variety, and a Vehicle Control Rig (VCR). There aren't really many other 'wares which directly help with rigging... Though the Encephelon and Cerebral Booster give you a little thing called an 'Intelligence Pool', which adds dice when using Int-linked skills... And for whatever reason, Gunnery is Int-linked (not to mention the BR skills). The bonus die to most physical skills gained from Enhanced Articulation may help, or it may not (unconfirmed). If you want to be able to hold your own in normal combat, I suggest taking a look at the Samurai section and fitting in what 'wares you can (bioware is an especially good choice for rigger-samurai).
Vehicles for Riggers: Depends on your chosen vehicle type(s), but the Bison is a very good choice, and is one of the most popular (and over-used) vehicles in the MUD. It has good Bod and armour, and enough cargo space to set up a vehicular workshop in the back AND to push an entire car/bike/drone inside to work on it. Can't beat that.
And don't forget to purchase a Remote Control Deck and Vehicle Toolkit before leaving chargen. A GPS unit can also be handy to have, as it lets you see your gridguide coordinates when you don't have your vehicle nearby.
-----signature----- "Any sufficiently advanced technology is indistinguishable from magic." --Arthur C. Clark
"Any sufficiently advanced magic is indistinguishable from technology." --Larry Niven
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Title: Member
Posts: 282
Joined: 18 Dec 2006
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Date Posted: Thu Jan 31, 2008 7:24 am
Subject: Deckers
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Tips for Deckers
Ah, one of the most popular choices for new players, but also one of the most difficult professions on the MUD. Hacking the 'trix has a fairly steep learning curve, and even after you know what you're doing it can be frustrating until you really know what you're doing. Not recommended for new players, as they usually have a fair amount to learn without even taking into consideration the difficulties of decking.
It is strongly suggested that any deckers, at least for newbies, to have the attributes/skills/'wares to do autoruns and perform decently in combat. Early in your career, you'll be making more money (and karma, which is almost as important) doing autoruns than you will farming the matrix. See the Samurai section for suggestions as far as attributes/skills/'wares go.
Attributes for Deckers: Intelligence is most important, as it determines your Hacking Pool. Body helps you soak dumpshock, which can suck. Other attributes are useful if you plan on being capable in combat, see the Samurai section.
Skills for Deckers: Computers is what is used for everything in the 'trix, as well as when programming, but others are also useful. Computers/BR is what you need if you plan on building your own deck (which is often a good idea, though there are other players who'll sell you custom decks). Data Brokerage is needed to program your own Evaluate programs, which since those particular programs degenerate pretty quickly, is a good idea. It might also help you get a better price when selling paydata, but that's unconfirmed. All the individual programming skills assist with programming and/or deckbuilding, but aren't needed. Any decker wishing to be capable at combat should take a look at the Samurai section.
Cyberware & Bioware for Deckers: All you really need is a Datajack of some sort. The Encephalon, Math SPU, and Cerebral Booster all add to your Hacking Pool, which is a Very Good Thing if you plan on using a Hot ASIST deck (which you should). The ASIST Interface is only useful if you plan on using decks with no built-in ASIST... So, it's pretty useless. Combat-deckers should take a look at the Samurai section for other suggested 'wares.
Decks, Vehicles, and Other Equipment: If you want to try decking with a chargen deck, you'll want to get the best one available. It's expensive, but using anything else and you're asking to get it fried. Alternatively, don't bother with a chargen deck and just plan on building your own as soon as you can (you'll probably need to earn a minimum of 60k nuyen through autoruns before you could start). If you plan on programming/building, you'll need a computer (desktops in chargen, though laptops are available in the MUD) and a chip cooker. You'll also need a safe place to set up your stuff... Either a housing card with at least 45k on it (only 30k if you get lucky, and those prices are for one month of rent), or spend the 150k to buy a Ford Bison. It's an RV which is big enough to set up a computer, cooker, and microtronics workshop (needed for deckbuilding and available outside of chargen). And it's mobile!
One last tip: When you start decking, avoid megacorporate hosts. You're not good enough to hack Mitsuhama yet, and trying is asking to get your deck burnt to a crisp.
-----signature----- "Any sufficiently advanced technology is indistinguishable from magic." --Arthur C. Clark
"Any sufficiently advanced magic is indistinguishable from technology." --Larry Niven
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Title: Runner
Posts: 79
Joined: 26 Oct 2006
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Date Posted: Wed Feb 27, 2008 5:54 am
Subject: Adept Powers Date Edited: Wed Jul 30, 2008 11:22 am (edits total: 4) Edited By: HeWhoIsMace
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This post of the Adept Powers available in the MUD has been turned into a Knowledge Base article, and can be reached here: http://awakenedworlds.net/index.php?page=3&mode=article&k=13
It will explain all the adept powers available in the MUD, if you see any problems or can clear up any inaccuracies it might contain, PM me and I will correct it accordingly.
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Title: Member
Posts: 274
Joined: 31 Mar 2007
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Date Posted: Wed Feb 27, 2008 6:25 am
Subject:
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Data brokerage does indeed make a difference for selling paydata.
spec_proc.cpp
value = negotiate(ch, fence, SKILL_DATA_BROKERAGE, market[GET_OBJ_VAL(obj, 4)], 2, FALSE);
value /= MAX(1, (time(0) - GET_OBJ_VAL(obj, 1)) / SECS_PER_MUD_DAY);
GET_NUYEN(ch) += value;
Also, Blind Fighting is not NERP.
fight.cpp
if (!CAN_SEE(ch, victim) && !(ch->in_veh || PLR_FLAGGED(ch, PLR_REMOTE) || AFF_FLAGGED(ch, AFF_MANNING))) {
tsight = 8;
if (AFF_FLAGGED(ch, AFF_DETECT_INVIS) || GET_POWER(ch, ADEPT_BLIND_FIGHTING))
tsight /= 2;
}
Hope this helps.
-----signature----- :::The Star Sapphire:::
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Title: Fixer
Posts: 100
Joined: 24 Nov 2005
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Date Posted: Wed Feb 27, 2008 6:31 am
Subject:
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Most helpful since I'm fiddlinga bout with chars here again, thanks. Just a couple notes.
Thrown weapons and projectiles weren't nerps when I was last about, but with the exception of grenades were pretty worthless. Grenades are risky still though.
If you're planning on doing much fighting from inside a vehicle, forget it. I've known an "Elven bodyguard" trash a Bulldog Sec with upgraded armour in one punch.
Small question - can either sorcery libraries and/or shamanic lodges be used in the back of a Bison too? Glad programming works in there now, but I still tend to favour an RV to an apartment if I can help it.
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Title: Member
Posts: 346
Joined: 17 Dec 2005
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Date Posted: Wed Feb 27, 2008 4:24 pm
Subject: Eh
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Living Focus is not NERP.
Throwing weapons have been broken for quite some time now, atleast a few years (although yes, at one point in time, they worked just fine and dandy). Projectiles are the same story.
Last I checked, Lodges couldn't be built in vehicles. Libraries? I'unno, too lazy to check.
-----signature----- Therefor, your mechanism of material better be sickly, or let your lead spread incredibly quickly.
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Title: Member
Posts: 282
Joined: 18 Dec 2006
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Date Posted: Wed Feb 27, 2008 4:50 pm
Subject:
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Libraries also won't work in a vehicle. They can be stored in a Bison, but not used... For some reason. You can store a bunch of stuff in one, then set up an entire vehicle workshop and push a luxury sedan inside and still have room to get in and work on it, but you can't set up a library. GMC 4201's can hold an entire Bison... But you can't set up a library in one.
-----signature----- "Any sufficiently advanced technology is indistinguishable from magic." --Arthur C. Clark
"Any sufficiently advanced magic is indistinguishable from technology." --Larry Niven
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Title: Member
Posts: 346
Joined: 17 Dec 2005
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Date Posted: Wed Feb 27, 2008 6:51 pm
Subject: Ehh..
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From my understanding, A bison's CF rating is 67 (8.375 cubic meters).
Libraries (from what I understand) use Force in cubic meters. Force 5 conjuring libraries would be 5 cubic meters, Force 6 sorcery libraries would be 6 cubic meters.
Using those numbers, its plausible to say you 'could' use a library in the back of a bison, granted you would have little room to maneuver.
SR seems fully intent on not giving proportions of vehicles, ie, width, length and height. So these equations may not work with what sizes are being imagined and how the vehicles themselves are set up in those respects.
Long story short, buy an apartment, save us all the trouble of busting out calculators. Now my brain hurts, thank you. I don't claim that any or all of these calculations are 100%, feel free to point out any flaws in my processes and formulas.
-----signature----- Therefor, your mechanism of material better be sickly, or let your lead spread incredibly quickly.
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