Tuesday, December 7, 2010

Friendship

Friendship is a suggested "flaw" to enhance team cohesion.

Flaw: Friendship (-1)
Your character is good friends with another PC. (Both should have the flaw).
You must make a willpower(4) check to go into any situation that screws your friend over (like ratting him out to the law, leaving him there to take the heat, etc).
You also get a +2 TN penalty to lie to, cheat, befuddle, etc the other PC.

This may be taken multiple times between PCs.

In a group of 6 PCs, if they are all friends, each PC will gain 5 build points and the game will run smoother.


Trust Manuvers
A trust manuver is a manuver that can be performed by 2+ shadowrunners for additional benefit. They're called trust manuvers because those benefits can be catastrophic if one of the runners betrays the other in some way. (Much like in the prisoner's dilemmah).

Each manuver has a trust rating of 1-8. The rating represents how much you can screw over another PC if attempting this manuver, and thus, how much trust you should have together before attempting.

Back to Back R1: 2+ characters put their backs together when surrounded by enemies and shoot (or use melee) at those around them. This provides people attacking them a +1 TN penalty to hit them due to their combined increased field of view.
Betrayal: Any member involved in this can auto-dodge 1 ranged attack / round, forcing it to hit the other person instead.

Lie Breaker R8: One PC (called the blocker) uses a mind control spell on the other (called the liar), who engages in conversation. Because of the willing mind control link, enemies who can't detect the spell get +force TN penalties to detect lies, assess the PC, or even read their mind.
Betrayal: The blocker can exert the mind control over the liar with no saving throws, or choose not to let him go later.

Astral Shield: R4: An astrally projecting PC (called the shield) can spend his action actively defending another PC (called the target). He can jump in the way of spells, spirits, and other astrally aware abilities, allowing them to affect him instead, using his higher spell defense, willpower, spell pool, and other abilities to absorb the damage better.
Betrayal: The blocker can stop guarding the target, granting all who target him a -2 TN bonus to target him with such attacks, as he doesn't bother to guard against them.

False Fight: R3: 2 PCs may engage in a "pretend" fist fight, with the attempt of distracting or deceiving an enemy. Their blows do no damage, but may appear to based on the bluffing ability of the fighters. Enemies get a +1 TN penalty to percieve other things going on during this, and a +1 TN penatly to see through the ruse as the PCs fight.
Betrayal: PC's may choose at any time to stop pulling punches, dealing full damage to the other PC, who loses the benefit of his combat pool for the round- against everybody.

Good Cop Bad Cop: R1: 2 PCs interrogating may assist each other, one using a bullying or intimidate skill to suppliment the other's diplomacy skill (or vice versa).
Betrayal: A PC may intentionally flub their own roll, instead of adding successes, decreasing them, and providing the other PC (as well as himself) +1 TN penalties when interrogating this person, who no longer takes them seriously.

Team Spotters: R2: Multiple shadowrunners may provide a synergy bonus to the primary shadowrunner's ability to use perception, see through illusions spells, etc. Each additional shadowrunner provides +1 die to the perception test, and using this manuver with any number of shadowrunners decreases the perception TN by 1. The other spotters do not make their own perception tests, instead everyone shares the result of the primary's.
Betrayal: Any shadowrunner involved can provide distractive information, eliminating all bonus dice and changing the bonus TN to a +2 TN penalty. The DM rolls all bonus dice in secret because none of the involved are aware who (or IF) the penalty was removed.

There may be others, as the GM sees fit. NPCs will rarely (if ever) provide teamwork benefits with other PCs.

Another benefit from Friendship comes in the new rules for instruction. Team members can take ranks in instruction to save karma costs when it comes to teaching each other skills, allowing multiple team members to have skills. Only the first person to have the skill pays full karma, so if multiple people team up with this, they can drastically reduce karma costs for each other when it comes to skills.

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