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Old 01-28-2015, 04:46 PM   #5
Antumbra
 
Join Date: Apr 2013
Default Re: Converting Shadowrun Magic to GURPS

Traditions should be fairly straightforward as a Higher Purpose, with disadvantages to balance it out.

Quote:
Originally Posted by Crakkerjakk View Post
Mages are already going to be super expensive. I would strongly advise against doing magic as powers unless you want 350 points to be a baseline runner or something.
That wouldn't be far off - at least in 4E, shadowrunners start off with the points to be viciously competent world-class examples of their profession.

And if cybernetics need to be paid with points, then 350-400 sounds about right for the Street Samurai to have some decent augmentations.
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