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Edgecrusher

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Posts posted by Edgecrusher

  1. Blending in with the usual crowd, Kiro wandered aimlessly ddown the wet sidewalk as the sound of approaching sirens filled his ears. Two cruisers passed by and pulled up in front of CJ`s place. Man, he`s in some deep ####, he thought. Those cops are gonna ask a lot of questions. Glad I`m out.

     

    Kicking an empty can across the street, followin it with his eyes, Kiro glanced over at the sleazy club on the other side, and decided he could use a drink. A good one.

    The girl would have to wait for a while.

  2. There are so many things needed to get the perfect player. I`m not quite sure what all these things are, as I don`t think I`ve met any perfect players (sorry guys, that`s just how it is. You`re still great). The most important thing is to be able to live out the character. To be able to understand his/her way of thinking, feeling, acting.

    A good player should be good at describing both his character, and the way he/she acts etc.

    Often, good storytellers make good players, but not necessarily the other way.

     

    Good players should accept the story they are playing for what it is, and should respect their GM`s decisisons and ideas.

    The must be able to cooperate with the GM for a game to work, and they should not be to hoked up by the rules and books they have read.

     

    Good players will usually be experienced ones, though I`ve seen great players on their first gaming session.

    And a certain degree of intelligence and imagination is required.  

     

    One of the most important things for a player is to have a positive attitude to the game, and not judge it before it has started.

     

    (I guess it is impossible to find someone fitting all these demands)

  3. Most of the time, I ask my players to write a good deal of background notes, mostly because it makes better characters. They are more like persons, not just numbers on a sheet.

    As a GM for Vampire, i tend to ask for a bit longer backgrounds, as vampires generally have been around longer.

    A 450-year old vampire probably has experienced more in his life than a 17-year old streetpunk.

  4. I`d say corps don`t have nukes, but they do have the resources and technology to create almost any kind of mass-destruction weapon. Still, using one brands the corp as maniacs, and that is NOT good for business.

    But Orbital Artillery should work fine. (Not too destructive in their base configuration, but a little "adjustments" here and there and voila: A weapon of Mass Destruction!!

     

    I think that the major change of such weapons in 2020 is range, and means of delivery (such as ortillery)

    A CH-19 Crazy Harry could easily deliver a Nuclear weapon insted of regular missiles.

  5. I would say as a general rule: A GM is pretty good if both he and the players have a great time playing.

    It shouldn`t be worse than that.

    Rating a great GM is actually up to the players who play with him/her. They are the ones to evaluate him after what they think is a great game and a great GM.

  6. I kind of like the Middle Earth Role Playing game (if you ignore the much-too-complicated rules and tables. Geez, reminds me of Hackmaster...)

    There is something about the setting. Playing in the world you`ve read about and seen in your imagination for so long.

    I think it is supposed to come out in a new edition. Heard some people talk about it.

  7. Now comes Resonance. This is the last part, so after this, character creation should be fully explained.

    Resonance is sort of a personal magic profile. Your resonance indicates what forms your Magic often manifests in. For example, a person with a Destructive resonance would cast spells with a more flashy and destructive effect, both visually and audible etc. If you hava resonance Darkness, your spells will generally look, feel and be sensed to be dark and often creepy.

    Resonance is rated from one to five, representing how powerfully the Resonance manifests in your magic.

    You always start with one dot in your Resonance, but this can increase as you use your magic more.

  8. "you know" Kiro mumbled, searching his memory. "I think I`ve seen that guy somewhere else. If only I could remeber where..."

    He glanced in at the medics as they cleaned the woman`s wounds, then looked back at CJ. "He really fucked her up, don`t you think? Still, I`m not sure if he really tried to kill her. If he did, I think she would have been dead now."

    CJ looked up, slowly stroking his chin. "yeah, you`re probably right. This is weird..."

    "Excuse me. Can you tell me what the hell happened here. Kiro turned towards the young paramedic standing in the doorway, holding up a bloody length of thin wire.

    His eyes were fixed on the two other men, hard, but not very accusing.

    "Monowire" Kiro thought.

    Thats what cut her up like that.

  9. Willpower starts at a rating of five. Willpower can go to maximum of ten, and a minimum of one. Willpower consists of permanent willpower, and willpower points. Willpower points equal your permanent willpower, but can be spent to obtain automatic successes on tasks, or to ignore wound penalties on rolls for one turn, or sometimes some magic requires the expenditure of one or more willpower points.

    Willpower points are regained at the end of each story, or can be regained if you do something important to your Nature.

  10. The basics of Arete are included above, and you start out with one point of Arete.

    You start with Quintessence (see above) equal to your Avatar Background.

    You don`t start with any points of Paradox. Paradox is a weird power of reality. It can be described as Reality Fighting Back. Paradox manifests if a Mage messes too much with Reality. Nobody knows what Paradox really is, but it can appear as physical damage, insanity, malicious spirits, unexpected twists of reality and fate etc.

    Paradox is measured in points from zero and up. it is best to have as few as possible, but if you cast very obvious magic, the paradox starts accumulating fast. Thats why most mages hide their magic as coincidences and sudden twists of fate.

    If normal humans see it as something which could be possible, you will probably avoid paradox.

    Paradox and quintessence are both recorded on the same line (or circle, depending on the sheet) quintessence from left to right, and paradox from right to left.

    If the two meet, paradox cancels out quintessence. There are twenty boxes to fill out, so if you have 13 points of quintessence and accumulste eight points of paradox, you will end up with twelve points of quintessence, and eight paradox.

    Paradox sounds fun, eh?!

  11. I keep both pure cyberpunk games, and crossover games, as well as pure Vampire, Mage etc. That makes it easier to play exactly what you want. If the players wish to play both games, we`ll play the crossover, or just pure cp if that is what they want. Works just fine. :D

  12. I still have room for another two or three players for the game The Winner Takes It All. For more info on character creation and game setting, please check out the game forum.

    It would be nice if you had some experience with WoD games, but it is not required at all.

    Hope to see you soon... :confused:

  13. more backgrounds:

     

    Avatar (the magical self of the Mage. The more powerful the Avatar, the more powerful the mage)

    Dream (the ability to dream answers to problems, clues etc.)

    Destiny (the mage is destined to do something great, and therefore has fate on his side to help him)

    Influence (influence on politics etc)

     

    It should be pretty obvious that the higher the rating in your Background, the better it is.

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