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Old 12-27-2005, 03:20 PM   #71
Mark Skarr
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Default Re: Technomagic munchkinism at its finest...

Quote:
Originally Posted by Fnord-Fnairlane
Dear me, it seems Polaris has a sock puppet - or maybe it's just another fruit-loop who sounds like him.

Mostly for being an ass to Rogue, welcome to /ignore...
I was wondering why he seemed so familiar, until I read this.
I agree, Fnord. Thanks for pointing it out.
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Old 12-27-2005, 04:48 PM   #72
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Default Re: Technomagic munchkinism at its finest...

Quote:
Originally Posted by Fnord-Fnairlane
Dear me, it seems Polaris has a sock puppet - or maybe it's just another fruit-loop who sounds like him.
Nah, one Polaris knows my age, and despite being on opposite sides of the Überthread and the the first major hiking threads never resorted to attacking me. Polaris might be bullheaded, but he thrash the horse with arguments not insults, hences why he was never banded

in away I miss him, as while his threads don't often com to an "agreement" but it does tend to give you good exposure to a different paradigm of ideas
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Last edited by roguebfl; 12-27-2005 at 05:00 PM.
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Old 12-27-2005, 05:15 PM   #73
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Default Re: Technomagic munchkinism at its finest...

I like technomagic...I wouldn't call Technomancer munchkin at all, any more than I would Mage (for World of Darkness) or Magitech (for Amazing Engine).

Quickest way for me to stop such foolishness (going to Robotech-1 to create a semi-magical mech for use on a TL3 world) on the part of one of my players (assuming that I was foolish enough to allow it in the first place) is to declare Robotech-1 to be on Q3 and similar to Coventry in that it can only be reached by assisted conveyors -- worldjumpers (including ones using magic) simply can't reach it on their own.

Not that I would have to worry about such a scenario. It's only munchkinism if it gets out of hand while you are playing it, and my own PCs have enough to worry about thanks to my campaign's magic-using Antarctic Space Nazis without borrowing trouble from an anime series of which I have seen perhaps six episodes (total).

(Sorry if my response here is a bit disjointed...it's been a long day and I'm probably too tired to be posting.)
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Old 12-27-2005, 07:19 PM   #74
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Default Re: Technomagic munchkinism at its finest...

Quote:
Originally Posted by roguebfl
Counter Measure 1:

Affliction (Jumper (world Canon escort, Cannot followm Only to target's Home World) +50%.) Magical -10%, Cost Fatgiue -10%, Skills for everyone +0% [7/level]
AKA 'Return To Sender' Enchantment? :) "Oh, you have Big Bad-Ass Mecha that is extradimensional? Oh, here, let me fix that." *cast spell* *mecha poofs* *dramatic pause: pilot hangs in air for a half second, realising he is so screwed* *pilot falls to messy death 40' below*

Though you're gonna want malediction to give the affliction the desired spell mechanic..
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Old 12-27-2005, 07:40 PM   #75
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Default Re: Technomagic munchkinism at its finest...

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Originally Posted by jbalsle
AKA 'Return To Sender' Enchantment? :) "Oh, you have Big Bad-Ass Mecha that is extradimensional? Oh, here, let me fix that." *cast spell* *mecha poofs* *dramatic pause: pilot hangs in air for a half second, realising he is so screwed* *pilot falls to messy death 40' below*

Though you're gonna want malediction to give the affliction the desired spell mechanic..

Do'h forgot that

Affliction (Jumper (world Canon escort, Cannot followm Only to target's Home World) +50%.) Magical -10%, Cost Fatgiue -10%, Skills for everyone +0%, Maldition (1) +100% [27/level]

but it does get rid of the proble of the mech's DR 8)
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