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Old 08-29-2019, 10:21 AM   #31
Prince Charon
 
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Default Re: Let's Make Shadowrun

This is going to end up with 300 to 400 point starting characters, isn't it?
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Old 08-29-2019, 10:55 AM   #32
Fred Brackin
 
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Default Re: Let's Make Shadowrun

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Originally Posted by Prince Charon View Post
This is going to end up with 300 to 400 point starting characters, isn't it?
A Physical Adept in Gurps terms is probably nothing but a high stat martial artist with Trained by a Master. Cinematic Sklls are just gravy. You'll need the meat and potatos first.

With ST19, as much DX as you can possibly afford and a pretty good HT too how many pts does that look like to you?
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Old 08-29-2019, 11:16 AM   #33
David Johnston2
 
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This is going to end up with 300 to 400 point starting characters, isn't it?
The average Shadowrun character is very superhuman.
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Old 08-29-2019, 01:02 PM   #34
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You forget that they can move at 1 mile per second with instant acceleration and perfect maneuverability...
This part of astral travel only needs to be statted out as an ability if it's something only certain travelers/spirits can do. If enhanced travel speed is just a quality of the astral plane that applies to all spirits on it, then there's no need to spec out an ability for astral travel speeds. There's a lot of this sort of thing in Shadowrun, whether it applies to the Matrix or the Astral Plane, where it's a good idea to determine what's a quality of the space and what are special abilities for travelers.
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Old 08-29-2019, 01:36 PM   #35
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Default Re: Let's Make Shadowrun

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This is going to end up with 300 to 400 point starting characters, isn't it?
That's not necessarily a bad thing. Monster Hunters is probably the same general power level and has 400 pt templates.

On a separate note: drone riggers. Allies w/ Minion and a cybernetic mindlink, or some other method?
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Old 08-29-2019, 01:37 PM   #36
Kesendeja
 
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Default Re: Let's Make Shadowrun

I've started working on building the spells as powers. Should I post them here or start a separate thread?
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Old 08-29-2019, 02:24 PM   #37
AlexanderHowl
 
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This part of astral travel only needs to be statted out as an ability if it's something only certain travelers/spirits can do. If enhanced travel speed is just a quality of the astral plane that applies to all spirits on it, then there's no need to spec out an ability for astral travel speeds. There's a lot of this sort of thing in Shadowrun, whether it applies to the Matrix or the Astral Plane, where it's a good idea to determine what's a quality of the space and what are special abilities for travelers.
You always need to pay for an advantage, even if other people possess it. In the case of Astral movement, it provides a concrete advantage over nonmagicians in the form of allowing for long distance spell support and summoning, so it is worth points. Oh, all attack spells are LOS, so they have infinite range and perfect accuracy (you can dodge a fireball, but mages cannot otherwise miss with a fireball as long as they succeed with casting the spell).
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Old 08-29-2019, 03:23 PM   #38
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The term advantage is relative, isn't it? The Awakened world is a TL9^ where everyone has access to cheap, wearable AR and magic is a humdrum workaday affair. I haven't gotten 6th ed. yet, but my feeling is if you don't spend points for a character quality in Shadowrun, you probably don't need to in Gurps. Possibly excepting a few perks for things like lodges and foci.
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Old 08-29-2019, 03:38 PM   #39
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Default Re: Let's Make Shadowrun

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I've started working on building the spells as powers. Should I post them here or start a separate thread?
The thread title works for that. Fewer threads on a subject make it easier for those who come later to find what they want.
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Old 08-29-2019, 03:39 PM   #40
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Beginning Shadowrun 4e characters are likely going to run at least 400 CP (the last edition I have a comprehensive collection). For example, I could design a beginning Troll Adept character would could deal 16P Fire Elemental damage at Reach 1 without any weapons, meaning that I could damage main battle tanks with my barehands without any extra effort. A comparable build in GURPS is probably going to run around 800 CP.
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