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Kazuo last won the day on August 9 2012

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  1. ,, That would be a houserule, and would be up to the player group actually considering such a rule. ,, The actual RAW states (on pg. 154) that you need to have a Q-rating equal to your desired mega-att rating, minus one, and that you must have a base attribute rating equal to your desired mega-att rating.
  2. ,, If you allow that as a house-rule and/or player-created power/bodymod then yes, it does. If that thought bothers you, I would suggest not allowing it as a house-rule/player-created power/bodymod.
  3. Sonja Bahaar: The arguments and examples you cited are examples of ambiguous rules, not so much a problem with IA. As per pg. 154 of Aberrant core, in order to purchase a mega-attribute of 6 or higher, you must also have a base attribute of 6 or higher; therefore it is possible to raise base attributes over 5 without having IA (although the writers of TNF seem to have been unaware of that fact). Unfortunately, neither A:core or A: TPG ever specifically states which traits can be raised over 5 after purchasing Q6+, and which cannot be raised over 5, so while it's clear that base attributes and mega-attributes can be, it's less clear for skills. The most common interpretation, whether or not the person doing the interpreting is aware of what the RAW actually states, is that mega-atts and powers can be raised over 5; those of us who're aware of what the RAW actually states also include base atts in that list; most of us, however, assume that base skills cannot be raised past 5 or 6, but I think that's mostly due to the Skill Mastery rules outlined in Adventure!. ,, So yes, IA does make numbers bigger, but those are numbers that can get bigger anyway and without their intervention - and in fact must get bigger if 6-dot or higher mega-atts are to be used. ,, As for your questions about how to handle Sizemorph, Boost, and similar, the character should not be able to raise their base atts higher than what their Q-rating will allow. So if the player has Q6, then their base attributes should be able to go to 6, after which they become mega-attributes (which should only be able to go to 5, regardless of Q-level, unless an Extra is involved that states differently) etc. Yes, that's a houserule, but it's one that auto-balances and self-corrects, and that applies to all of the "problem-powers" in question, so I think it's good enough to apply as a general answer.
  4. Yes, but you cannot purchase the actual dots in the Improved Attribute during character creation.
  5. The primary balance of Improved Attribute comes from having to purchase it via XP during play (where it winds up costing as much as purchasing the 6th through 10th dots in an L1 power due to the 25% discount on XP it provides). If you remove that, then it has the potential to be abusive out of the gate, unless steps are taken to balance gameplay through other means (which Dave covered quite well, so I'm not going to). ,, Assuming that characters are buying them with XP, then having a full 10 dots in an Attribute is going to represent rather a lot of work and effort spent towards advancing that attribute that could have been spent advancing powers or mega-attributes. Advancing mega-attributes, in particular, provides a much greater "bang for your buck". A character with 10 dots in an att, plus 5 dots in a given skill, can expect to match, occasionally surpass - but just as often to be surpassed by - another character with 5 dots in the same att and 5 dots in the same skill, plus 2 dots in the appropriate mega-att. The same character with Improved Attribute going up against a nova with 10 regular dice and 5 mega-dice will lose pretty much every single time. And badly. ,, Obviously, if the IA-using character adds mega-atts to their pool, the above situation will change, but that only proves my point. Mega-attributes are where the action's at. Five extra regular dice are nice, but when they cost as much as buying dots 6-10 of an L1 power, and they only ever provide a single success per die (or two, if you're really milking your Attribute's qualities and you manage to roll any 10's, and assuming you remembered to not only write them down on your PC's sheet, but also to use them during gameplay), they're not that great. I purchase them for my own PCs almost purely for the flavor aspects. They do little, mechanically, but provide a nice narrative justification for playing up that particular attribute as being particularly impressive or effective. ,, I gather that the implementation used in QF was either heavily house-ruled, or badly flawed, given the comments that it was apparently possible to raise atts over 5 using IA during chargen, and given Seraph Orissa Harmony's comments about difficulty, above. As mentioned by Dave, IA dots must be purchased with XP, seriously limiting their in-game usefulness right away. Furthermore, Seraph's comment about reducing difficulties with mega-atts is either a house-rule, or else badly mistaken (or perhaps I'm misreading what Seraph is saying). Mega-atts will allow you to reduce the number of rolled successes needed to beat the difficulty of a roll (default, and lowest possible, diff is +0, needing 1 rolled sux to succeed), so if a roll has a difficulty of +4, requiring 5 rolled sux to succeed, you can sacrifice up to 4 mega-dice to reduce that to a +0 difficulty, requiring only a single rolled sux to succeed. Mega-atts do not allow you to reduce the target number of 7 that must be matched or beaten on a rolled die for it to count as a success. (Seraph, if I misunderstood what you were trying to say, I apologize in advance.) ,, The only areas I can think of where IA is going to become a problem, even for a prepared GM, are when they're being added to the handful of rolls for which no good resistance is provided (such as some of the mental and social powers in the game, like Domination, where Willpower is the only available choice for resisting), and when combined with the Mega-Wits enhancement Multitasking and the rules for multiple actions. A maxed out att+skill/power pool of 15 dice, combined with Multitasking, can be used to effectively "ping to death" otherwise unbeatable opponents. Both problems do have solutions, but provided the actual rules of the game are being followed, these are the only two issues I can think of that would truly threaten to unbalance gameplay.
  6. For those who are still active in Cosmos Nova and who are interested, Aurelius (the CN character whose profile I just posted) possesses a custom power I wrote up for his use. Its writeup is included at the bottom of his build post. ,, The power (Remote Survey) is intended to loosely mimic the 'Farsensing', 'Astrolocation', and 'Psi Survey' techniques available to Psions in the Trinity era (or to Psiads in the nova era) via the Psychonavigation and Telesthesia modes. I cribbed its ranges from the Telepathy and Teleport (Aberrant core book) powers, the time frames from the Transmit power (Utopia sourcebook), and the overall build of the power from Telepathy, where three separate, but closely related applications are rolled into a single power. ,, Anyway, no one's required to go read it unless they want to, but it is a custom power and therefore subject to review by players in Cosmos Nova. ,, Thank you for reading, and have a nice day.
  7. As far as the location of the gear rules: what Justin said. As for you, Maglad: welcome to the boards!
  8. Backed it. (And also, thanks for the heads-up on this, jameson!)
  9. Welcome back, Mala! I second Max's comments, as well.
  10. I'll tentatively put my hat in the ring. I've backed the project as well, since it looks like a worthwhile investment, so I'll take a gander at the Wild Blue setting and see if it still strikes my fancy after I'm done. If not, I'll let you know, otherwise I'm in.
  11. Sounds good, Dawn. Thanks for the heads-up, and here's hoping that Magisterium is one of the games that sticks around!
  12. Right, well see, that's why I brought it up, I was by no means certain I understood how that really worked. Alternity's core dice mechanic seems pretty straightforward, but I have to say that the actual process of building the character is somewhat ill-defined.
  13. It does, yes. Thanks! Are we also using the Errata for total Skill points? As an example of the difference, the rules in the core book wind up giving you INTx5 (for humans), plus another 40 if I'm understanding the achievement progression up to Level 5 correctly, but the Errata states that you get Skill points equal to 30 plus 3 times your Intelligence score, plus 5 more for humans. So, in the rules as written, an INT of 10 would net you a total of 90 SP (45 SP base, +5 for being human, +40 for being Level 5), while in the Errata you'd instead get 105 SP ((30+(3x10))SP base, +5 for being human, +40 for being Level 5). I'm a big fan of more skill points, so obviously I vote for the Errata, but I'm then I'm not the GM, so it's really not my call.
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