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Shadowrun: For Us It Was a Tuesday [OOC]
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<blockquote data-quote="Shayuri" data-source="post: 6540494" data-attributes="member: 4936"><p>Hee...don't be afraid. 5th Edition actually sort of backtracked a bit from 4rth in some ways, reviving things like the Priority system and so on, so it might be more familiar to you than 4rth would have been.</p><p></p><p>Canadienne, that's totally doable!</p><p></p><p>You can go either cyber/bio, or physical adept. The tradeoff is that cyber/bio gives you potentially more power up front...but you're limited by your Essence stat. The more augmentation, the more it disrupts the integrity of your body (this is Shadowrun's system of making sure people don't just run around as human brains in robot bodies <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />). You start with 6 Essence, and each piece of augmentation deducts a bit from it. You can upgrade your 'ware, so it's more expensive but less disruptive to you, but there is a definitely ceiling to how much you can do that.</p><p></p><p>Adepts on the other hand are limited by their Magic attribute. They can buy it up as far as 6 (7 if they really invest heavily), and each point of Magic gives them a point they can spend on magic powers. The difference of course is that you CAN obtain more Magic during the game, though it's difficult and expensive in terms of experience points. Now magic powers are in general not as powerful as the augmentations of cybernetics and biogenetics, but they don't have that ceiling either. </p><p></p><p>In realistic terms, it's unlikely that a game will last so long that the difference will be all that noticeable. Magic has a few other benefits too...it's harder to detect in general, harder to tamper with, and can do a few things that artificial augmentation can't.</p><p></p><p>The benefits of augmentation are all reflected in the higher stat boosts, greater damage and defense boosts, and general kick-buttery.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6540494, member: 4936"] Hee...don't be afraid. 5th Edition actually sort of backtracked a bit from 4rth in some ways, reviving things like the Priority system and so on, so it might be more familiar to you than 4rth would have been. Canadienne, that's totally doable! You can go either cyber/bio, or physical adept. The tradeoff is that cyber/bio gives you potentially more power up front...but you're limited by your Essence stat. The more augmentation, the more it disrupts the integrity of your body (this is Shadowrun's system of making sure people don't just run around as human brains in robot bodies :)). You start with 6 Essence, and each piece of augmentation deducts a bit from it. You can upgrade your 'ware, so it's more expensive but less disruptive to you, but there is a definitely ceiling to how much you can do that. Adepts on the other hand are limited by their Magic attribute. They can buy it up as far as 6 (7 if they really invest heavily), and each point of Magic gives them a point they can spend on magic powers. The difference of course is that you CAN obtain more Magic during the game, though it's difficult and expensive in terms of experience points. Now magic powers are in general not as powerful as the augmentations of cybernetics and biogenetics, but they don't have that ceiling either. In realistic terms, it's unlikely that a game will last so long that the difference will be all that noticeable. Magic has a few other benefits too...it's harder to detect in general, harder to tamper with, and can do a few things that artificial augmentation can't. The benefits of augmentation are all reflected in the higher stat boosts, greater damage and defense boosts, and general kick-buttery. [/QUOTE]
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