Showing posts with label modified systems. Show all posts
Showing posts with label modified systems. Show all posts

Tuesday, December 28, 2010

Two Weapon Fighting

So your character wants to dual wield weapons? Here is the suggested method for doing so.


Melee:
The two weapons can be used against either 2 targets in your reach, or the same target. In either case, the two weapons should be the same type (edged weapons, cyber weapons, etc).

Same Target: Use 1.5*Str instead of your Str score when calculating weapon damage. So if a weapon does (S+2)L, now it does [(1.5*S)+2]L.

Multiple Targets: Roll against both targets, splitting your dice up, and the off hand weapon only uses 1/2 your strength. (which makes this pretty much suck).

Ranged:
You can fire the two weapons at one target, or at multiple targets using the same action. They should both be one handed guns.

Same Target: Add 1/2 the power of one gun to the power of the other. So if you're dual wielding predators at 9M, the combined attack is 13M (9+4). This does not help bypass hardned armor or weapon immunity. Take a +1 TN modifier to the attack roll and you cannot use scopes, laser sights, aiming, or smartlinks to help.

Multiple Targets: Take a +2 TN modifier to the attack rolls, and split the dice between the two targets. You cannot benefit from smartlinks, scopes, or laser sights.

When using two weapons, apply the recoil modifiers from both on further shots (so if they both have recoil 1, you'll get +2 next phase).

Monday, December 27, 2010

The Rotating Player Character

Sometimes the problem with a group is that they never seem to have the skills they need to accomplish a goal. Enter the Rotating Player Character method.

The rotating player character method (RPC) allows you to play as many characters as you want- just not all at once. This means that you'll earn less total karma, but you'll always have something to do on a mission, and works out well when you have smaller groups that are all fairly trusting towards one another.

Basically you make more characters, and as each mission is explained you choose what character you'll be using for it based on the expected mission parameters. You don't change characters during a mission. The character you play gets full pay, full karma. The other characters gain only day job type pay and only 1/4-1/2 karma at the end- enough to gain something, but not as much as the primary. Averaged out amongst 2 charcters they'll earn 3/4 as much karma as they would have earned, but now have plenty of downtime for day jobs, private goals, maintaining contacts, etc.

While it can be difficult managing so many players and PCs, especially for the GM, not knowing who's being played when, it can make sure a variety of characters all have things to do without becoming reliant one 2-3 PCs who happen to have a more varied character.

Friday, December 24, 2010

Selling your Body

If you thought this was about prostitution, perhaps you should conider a "renting your body" post instead.

Selling your body is a way shadowrunners can make a little money on the side getting rid of those extra organs. For particularly viscious shadowrunners, perhaps they can use this as a market for organs they just happened to "find". All such body parts have a street index of .75

Selling Blood/Plasma:
A person can sell a number of "blood units" equal to his body modifier in a month. Each unit sold decreases his body for 1 during that month, and provides $500. Treat this as availability 4 for purpose of the sales skill.

Selling Sperm/Eggs:
A person can sell eggs or sperm. Selling sperm can provide $100 and be done once per week by fertile males. Treat this as availability 1. Sperm cannot be sold from a dead body.

Eggs can be sold as well. Each fertile female should have a total of about 1d6 egg units they can sell during their lifetime for about $1000 each. They may only undergo the operation once, but may sell any number of eggs during that time. Treat this as availability 4. Eggs cannot be sold from a dead body. Egg units represent how multiple eggs are sold at once.

Marrow:
A painful procedure, but bone marrow donations can help many people dying from cancer or who have trouble pronouncing the "T" in Planetarium. Any month where marrow is donated the donator gets +1 tn penalties to all rolls, as if they had a permanent light wound. They can get $1000 for such a sale, with availability of 8.

Duplicate Body Parts:
Sometimes you can sell one of those organs you happen to have two of. Each instance provides a penalty for having only 1 instead of 2.

Part___Avail___Price___Penalty
Lung___ 10____ $5,000_ Short of breath flaw.
Kidney__ 10____ $3,000_ Weak immune system flaw.
Liver___ 10____ $1000__ (-1) body (represents loss of part of liver)

Not So Duplicate Body Parts:
Sometimes you want to sell something you don't have extra of. Of course, if you took them off someone else, you may have to go with street index.

Part___Avail___Price__
Eyes(2)__ 8____ $1000
Heart___10____$3000


A mean harvester can make a biotech roll to remove these from unconscious patents. The roll is TN 4 if the patient need not survive the operation, TN 8 if you want them to survive.

As you can see, there is quite the possibility for you to earn some extra money. Such organs must be refridgerated if sold "on the street". A body must be living at time of extraction or have been refridgerated. It can go up to 1 hour without life or refridgeration to be useful. Cyber-enhanced parts cannot be sold as parts, but can be sold as used cyberware instead.

(And, for the record)
A full human body, with the proper extraction, provides the following:
Eyes: $1000
Heart: $3000
Lungs(2): $10,000
Kidney(2): $6,000
Liver: $1,000
Marrow: $1000
Blood: Body*$500 (minus physical wound boxes)
Eggs: 1d6*$1000 (determine remaining eggs) (female only)

That's $22,000 for parts
Body * $500 for blood (average body = 3 = $1500)
So $23,500 * .75(street index) = $17,625.

Each extraction should have a base time of an hour. 0 successes means that the part is ruined. Oops means that all the parts are ruined.

Refridgeration units, blood bags, and the equipment should cost about $5000 for the whole reusable set, about $500 for each body in bags and containers.

Friday, December 17, 2010

Nano Machines

Nanomachines are a special form of cyberware that represents microscopic robots that perform functions within your body. Like cyberware, they have an essence cost (and thus may be available in expanded grades) though used nanomachines are impossible, since it's impossible to collect them all.

Nanomachines are implanted either surgically or using an injection method. Nanomachines are usually programmed to repair each other and construct new machines as the need arises (such as due to blood loss). Only certain nanos can accept an injection method. (Counter-nanos always can).

Vulnerability to Electricity: If you take damage from an electricity attack (or are in the blast of an emp), the nanomachines must roll their rating against the power of the attack. Every box of damage they "take" renders them inactive for 1 minute. Every box of stun damage renders them inactive for 1 round.

Essence: The essence cost of the nanomachines is based on their active rating. If the rating is decreased (due to counter nanos) or if the nanomachines are completely disabled/destroyed, the essence cost is restored as the machines eventually leave the bloodstream. In this way it is more similar to bio index than an actual essence cost. A person can still die if they have 0 essence due to nanomachines, however. Robots cannot use nanomachines.

Following are a list of nanomachines.

Destructive: Such machines are entered and await a given order (much like a cranial bomb). Once the order is given they begin destroying the host body, who must resist (Rating)M physical damage each round until they die. Such nanites take time to enter the body, the order may be given immediately, however they must wait at least 24 hours before they start attacking the cells- which should be enough time to implant counter-nanos. Must be implanted surgically. Essence: 0.1 Cost: R*$5,000.

Counter-Nano: Such machines are implanted and begin battling existing nanomachines. Each counter is designed to defeat a specific kind of nanomachine (and ignore others). They roll their rating against the rating of the other machine. Each net success lowers the rating of the machine by 1 until one is destroyed, much like a banishing contest. During this time the nanos being countered are not operational. It's possible to have counter-counter nanos already implanted. Essence: 0.15 Cost: R*$2000.

Regenerative: Such machines attempt to heal damage you incur. Every hour they can make a biotech roll using their rating as their skill ranks to repair damage in you, regardless of your wound level or activity level (as long as you are not dead). Unlike most healing, they may attempt the same wounds over and over. They also provide their dice to suppliment and recovery check you make normally. Essence: 0.1/rating. Cost: R*5000

Boosting: Nanos may attempt to boost a physical skill or intelligence, by modifying your body's makeup. This boost is considered a cybernetic boost. They basically roll as if using "improve attribute" spell with a number of dice equal to their rating. (So rating 12, best case, can improve a stat by 6). This boost is immediately lost if nanos are disabled. The successes are rolled when implanted and maintain indefinately from then on, so you may pay for a much higher rating than you actually need. You will need to disable the old machines (via counter) before you can attempt a new implantation. Essence: 0.15*R Cost: $7000*R

Repairing: Such nanos may repair malfunctioing or broken cyberware in your system. They make B/R checks every minute that cyberware is broken in an attempt to repair it, using their rating. Essence: 0.2 Cost: $4000*R

Programming

Creating a program is based on B/R computers (programs). The base time to create a program is 24 hours (though you need not spend the entire time at once).

A program can aid a decker in several ways. Each way has a seperate TN, and extra successes cause it to take less time to create the program. The TN is usually the rating of the program, (which is the number of dice it provides to a test).

Analyze a Program: A program can be considered a piece of Rank 1 information to digitally trace a decker. If the decker has distinctive style this will work against him (as he uses the same varible names or something all the time). This assumes the program is left behind in someone else's system.

Disguise a Program: A programmer can use computers to create a digital stealth roll for the program. This is the TN for people who've located it to use it to trace the decker. Distinctive style gives -1 penalty to this roll. If they can't beat the disguise, they might find the program, but be unable to trace anyone using it.

Most of these programs must be specially designed for the system you're trying to use them on- you can't just make a bunch of programs to be used whenever. They are also disposable, you can't use the same program to break into the same system over and over.

Uses for Programs:

Extra Dice: A program may add extra dice to a hacking pool for use in either digital stealth, digital perception, or hacking itself. The TN is the number of dice the program will provide. (So a program which provides 12 dice is TN 12 and takes 24 hours). Each program is designed for a specific system, you can't use the same program over and over.

Operate System: A program may be implanted into a system and watch for a scenario where it operates things. Perhaps it turns on the lights, copies files, deletes things, etc. Such a program has a TN equal to 5+ the dice it will have to use this function, and typically must be left behind in the system afterwards.

Digitial Perception: A program can be set up to always watch for you. It counts as decker support on your behalf, and will help alert you if you are being digitally traced. The TN is 4, and the number of successes is the number of dice it will provide. This program can be left going all the time. Divide successes between lowering time and increasing dice.

TRAP: You can build a trap for your own system, each trap has a cost and rating assoicated with it as left up to the GM. (See Matrix Security).

Tracer: The program can try to do your digital tracing on your behalf. The TN is the number of dice it will have to work with, and it must also split those dice between successes, stealth, and perception. Many deckers with a good digital stealth roll don't bother with stealth or perception, instead allowing people to find a program, confidant that the can't be tracked by it. Of course, since it is openly copying data (and sending it somewhere) that connection might be traced.

Destructive Message: The program can display a message in certain circumstances, then attempt to delete itself. A clever decker can stop the deletion process, rolling computers against the rating of the program, and then they can try to trace it backwards. Most deckers would rather send the message themselves, using their own skill, but sometimes that is not possible.

Protect System: This program can try to prevent access to a system, similar to a TRAP, except that there are no consequences for failure, no disconnect, and you can keep trying until you get it. You must defeat this program before accessing the system, and the program has a TN equal to its rating. There is usally no need to disguise such a program, since you usually use it to protect your own systems.

Thursday, December 16, 2010

Instruction

What a worthless skill. What GM makes people roll learning checks from an instructor to learn new skills.

So I'm modifying it.

The Instructor and the Student.
The Instructor must have as many ranks in the skill as the student wants to learn or more, and must have more than 3.

The instructor rolls an instruction test, with the TN being the new number in the skill the student wants to learn.

For every success, the skill costs 1 less point of good karma to learn, minimum of 1. As long as the instructor generated at least 1 success, the student can learn the skill using the greater of his or the instructions attribute to decide cost also, making skills much cheaper to learn by an instructor.

Example: Todd wants to learn etiquette from Bob. Todd has 6 ranks, so Bob must have at least 7 ranks of etiquette. Bob rolls an instruction test TN 7. He has 4 ranks in instruction so rolls 4 dice. 1, 4, 7, 9. This is 2 successes, so when Bob learns the next point of etiquette it costs him 2 points less of good karma. What's more, Bob can use the higher of Todd or Bob's charisma to determine whether the skill costs more (for going over the charisma score) than normal, allowing characters with low stats to learn skills from instructors at a much cheaper rate!

Now the kicker, unless the DM wants to give away discounted skills, this is a PC only skill, meaning the players must spend their own karma learning instruction so that they can give each other discounts on upgraded skills. Player A can learn etiquette, while B learns stealth, and C learns pistols. As long as they all also have instruction they can teach each other the 2 skills they didn't learn at a karma discount! Everybody wins!

(As long as there's at least 2 people with instruction. Ah, the prisoner's dilemmah!)

Another use for Instruction

Perhaps you want to use a skill and aren't there. You can give someone step by step instructions on how to do something as if you were there (over the radio, phone, etc). Make an instruction (4) test. For every success, the "student" can act as if he has 1 rank in the skill you're trying to teach him to do, with a maximum of your ranks in that skill. If the character already has the skill, this overlaps, does not stack.

Great for helping someone land a plane, disarm a bomb, etc while you are not present. Not good for teaching them how to swing a sword or shoot a gun, since the test only applies to the one roll, they don't "hold" the skill.

The Chase Scene

Eventually it comes up - your characters are being chased by security, police, or whatever, and you need to escape. Enter the chase rules!

In order to escape, you basically need to run until you can hide. Hiding can mean outrunning them and just going about your business, hiding in a crowd, running into a building, or whatever. A chase might also take place via vehicles or on foot.

In order to "escape" pursuers, you must "outpace" them by 3 rounds.

Roll an stealth check opposed by their perception. Both of you may suppliment this with an athletics test.

The following modifiers apply to YOUR roll:

For each number your running modifier is greater than theirs: +1
For each number your running modifier is smaller than theirs: -1
This is your home turf: +1
This is the pursuer's home turf: +1 (for police, the city streets might be their home turf)
You have GPS or some other system helping you navigate: +1
Opponant has some system helping them navigate: -1
Opponant has some means of tracking you electronically: -10 (homing beacon or something- note this might make it impossible to hide unless you can get out of range)
Opponant is flying, in a helicoptor, etc: -5
Opponant is chasing you astrally, or is a spirit, etc: -5 (stacks with flying) (sometimes this can be avoided by running through various places- like city and hearth)
You are flying: +5
Each additional pursuer -1 (harder to hide from a group)
Obstacles - GM discression (having to scale a fence or something can slow you down).
Each extra person in your group -1 (harder to hide a whole group- if vehicle chase, only count each extra car)
(Aptitude: Stealth and Perceptive apply to appropraite rolls)
Weather: GM discression- weather makes it harder to see, but some cyberware may overcome this. Lighting conditions should be treated similarly.

Each round, see who got the highest result. Then compare the number of times the person with the highest result beat the highest result of the other. This is the net chasing success. If the pursuer gets 3+ net chasing successes, they catch you. If you get net 3 successes, you escape. Otherwise, the chase continues.

Example: You are fleeing 5 lonestar officals on foot through your home turf. You roll stealth suppliment by athletics. You get a -3 penalty to your roll (-4 from extra pursuers, +1 for your home turf). Your max roll is a 15. Their max roll of perception supplimented by athletics is 12. You now compare how many of your rolls beat a 12. You also have a 13, so you have 2 successes. Next round you roll again. This time you got a 9 and they got a 10, 12, and 16. They catch up to your 2 successes, and gain 1 further. On round 3 you get a 16, 14, 12, and 10 against their max roll of 8. You beat their 1 point lead and get 3 points ahead- you manage to escape!

Note that if a shadowrun team splits up in various directions, the pursuers may have to do the same. Some people might automatically get away if there are less pursuers than escapers. Note this does not take into effect if they enemies can trace you, track you, gather information about you, etc. You are assumed to have found a place to hide and hid there until they lost track of you, then snuck away.

Also note that people may be shooting at you- wound modifiers apply!

Contacts and Maintenance

Contacts come in a variety of shapes and sizes. Sometimes it's the guy who sells you newspapers who sees what's happening at that Crip hangout across the street. Sometimes it's an Aztechnology cybersurgeon who likes you well enough to "accidentially" leave a door unlocked.

Contacts need maintenance. No one wants to be part of a one-sided friendship, especially when it's not one-sided in their favor. Higher level contacts require more in terms of maintenance.

Contact maintenance comes in 3 forms: Time, Money, and Favors.

Time: Just hanging out and bullshitting with your contacts can go a long way to keeping them as friends. Roll an ettiqute test with a TN of 6+the contact level (1,2, or 3) every month. No successes means you've failed to upkeep the contact. Each success provides 1 unit of contact maintenance. This time should generally be non-business related, such as going out to a club or bar, a sporting event, dinner, or watching TV, whatever.

Money: This might be combined with time, but it involves sending cards, attending sporting events together, christmas presents, flowers when the contat is sick, getting dinner together, and various other expendatures you make on the part of the contact. The shadowrun companion (I believe) gives monetary values for contact upkeep. Failure to pay means you've failed to upkeep the contact.

Favor: Just like you, your contact will occasionally call you with a favor. Sometimes this can be mundane (I need you to help me move!), sometimes it's more severe (I need you to hack into the LA police department and erase all my parking tickets), or for high level contacts, very severe (I need to you take my wife's friends out on the town, make sure they all get back safely, and by the way, the mafia may have a hit out on one of them). Generally speaking, refusing a failure is failure to upkeep the contact. Attempting a favor but failing may be considered upkeep or not as the situation warrants, and of course, accomplishing the favor is upkeeping the contact.

Failure: Failing to upkeep a contact will generally lower a contact's level. (Going from 3 to 2). A level 1 contact no longer considers you a friend and may stop taking your phone calls or helping you out.

Upgrading a Contact: A contact can be upgraded. This should generally be left up to the GM, but may include you helping the contact with a very difficult favor or spending lots of time and money towards hanging out with the contact, and usually requires some kind of etiquette or charisma check.

In game terms, this can simply mean writing a check and saying "during my down time I upkeep my contacts". Favors come up as the GM sees fit, and will probably come up about as often as the PCs request favors from the contact.

When a contact does a favor for you, the contact generally needs special upkeep. This may be in the form of a gift (money), spending time together, or a return favor. The new upkeep need not happen immediately but should be on par with the favor provided. (A guy who risks his job and being investigated by the police generally needs a big favor back, but a guy who sews you up with no questions asked could probably just do with tickets to the Nicks game).

Wednesday, December 15, 2010

Spell Points

Spell points are given at character creation to buy spells and such. Here is a breakdown of some uses for spell points.

Full Magicians gain 25 spell points.
Aspected Magicians gain 35 spell points.
(Adepts gain power points instead).

Already, spell points can be used for the following:
- Bond to Foci (up to rank 6) which you purchase with starting gold.
- Learn spells (up to rank 6) which you don't pay for.
- Have elementals/watchers on hand (up to rank 6) which you don't pay for.
- Sell (you can sell unused spell points for build points: 5 spell points = 1 build point)
- Buy (you can purchase SP for 25k apiece, maximum starting SP is 50).

Here are a few other suggested uses for spell points and an associated cost:

Non-Gaesa (15): This allows you up to 1 point of essence to be used up (due to cyberware or a lower essence character, etc) with no penalty to magic. This does not affect bioware. Basically you take a gaesa for that point which has no real restriction.

Augumented Biology (15): This allows you to ignore 1 point of bio index for the purposes of magic only (not for max bio index or anything like that). This allows you to start with 1 point of bio index in bioware without having a lower starting magic rating.

Initiate (20/50): Spell points can be used to start at initiate level 1. (With higher magic and a metamagic feat). Spending all 50 (which means you bought more at character creation) will let you start at level 2 instead. (However, you have no foci or spells...)

Note: The above could be taken multiple times, though the cost may be too high for most mages.

Bonus Spirit (10): This allows a mage with access to conjuring dice 1 extra specific spirit type that they don't already have access to, even across traditions (like a shaman gaining fire elemental). Hermetic elementals are still summoned in the same way, and shamanistic elementals still last only a day or a night.

Extended Spirit (15): This allows a mage to choose one shamanistic spirit he can summon. (Hearth spirit, city spirit, etc). That spirit now lasts one day and one night instead of just one or the other. It still cannot leave its domain unless greater form. This can be taken multiple times for multiple spirit types.

Summon Ally Spirit (X): Spell points can be used in place of good karma to summon an ally spirit. (This still costs a magic point!).

Magical Edges (Cost*2): These can be used to buy magical edges (such as aptitude: magical skills, or focused concentration, etc.) Double the cost when using spell points (which is still cheaper than using build points).

Tuesday, December 14, 2010

Matrix Actions

Once you've gotten into a system- what do you do with it?

Here are some basic actions. Most actions take an hour base time, with multiple successes decreasing this.

Back Door: This is an attempt to establish an easy entry point for you in the future. You risk someone else finding your back door and disbaling it (or waiting for you to come back through), but in general it can provide you a TN bonus to re-hacking a system or bypassing a trap. The back door itself has a -2 penalty to digital stealth to be discovered. Your own digital stealth to avoid being discovered is unchanged. However, if the door is discovered, you take a -5 penalty to digital stealth next time you use it. (If not, however, you can immediately bypass traps and get a +4 bonus to hacking checks and digital stealth).

Steal Info: The most common use is to search for info read it. Each success grants you access to several documents. If you're just viewing the file, you get a +1 bonus to digital stealth, as this is fairly "easy".

Copy Info: Once info is seen, files may wish to be copied. Most copying does 10 Mp / round. Take a -1 penalty per file copied to digital stealth as they notice the transactions. Also, if you are discovered, during the copying they get a -2 bonus on all TNs to discover who/where you are, by where the file is going.

Modify Info: Perhaps you wish to delete files or implant false ones, or modify existing files. Once you've gotten the doucment, modification depends on the extent of the changes, deleting usually takes 1 round per doucment, some documents take 2-3 rounds if very large. This has no penalties to digital stealth.

Leave Virus: Perhaps you wish to leave a program behind to destroy or modify the function of the system. The base time for this is 10 minutes, modified by successes. While the virus will probably be detected relatively soon, your digital stealth will determine how well you've covered your tracks. (Though they might trace you via the virus program itself, discussed seperately under programs.)

Activate System: Some computer systems control traffic light, fire alarms, maglocks, etc. Perhaps you wish to control these things. This may include transfering money in a bank system. Generally speaking, each round you may manipualte one thing (not each phase), meaning change one (or all at once) street lights, or unlock one maglock, etc. This is easy to see (since the changes tell people to look for you). Every turn you stay connected doing something, your digital stealth gets a -1 penalty.

Shut Down: Perhaps you wish to shut down the whole system (or just a part of it-like the alarms). This is harder to do and generally requires 30 minutes (modified by successes). This is also very easy to detect. If you stay in the system, you will automatically be seen, but if you immediately disconnect, your digital stealth represents how well you've covered your tracks.

Search for/Disable/Combat Traps: Discussed under matrix security.

Communicate: Perhaps you want to be in the system to communicate with another decker in teh system. This is as fast as regular conversation. You cannot "hide" while doing this.

Monitor: An advanced form of steal info, this involves monitering conversations (such as police dispatch, etc) or other data (cameras, chat room conversations, etc) actively to learn info. Once hacked into the system, you see things in real-time. This has no modifications to digital stealth.

Matrix Security

Certain security protocol have the capacity to injure a person connected to the matrix, or damage his equipment and cyberware. While this is treated as cyber-combat in the existing system, I'm changing it to be more like a traps system than a monster system. TRAP is the term given to Tresspass Reporting Automated Programs.

When hacking:
Divide your dice into 3 categories: Your digital stealth roll, Your digital perception roll, and your actual hacking.

Discovering a Trap
Certainly springing a trap is going to alert you that there is something going on. Each trap has a rating. This is how difficult it is to discover that a system is protected by a given program. Usually it's not to difficult to learn this.

Any "oops" on a check to discover a trap springs the trap. Generally one success on a digital perception roll is enough to discover a trap. When a trap is discovered, the hacker may choose to attempt to continue hacking, or give up, or attempt to disable the trap.

Springing the Trap
Whenever you muck around in the system, the trap can attempt to locate you. It rolls a number of dice equal to it's rating to oppose your digital stealth roll (open test). If it succeeds, it spots you and springs. Each trap has a different effect when "sprung".

Multiple traps all check seperately against the same roll.

Disabling the Trap
Disabling a trap takes a base time of 1 hour (divided by # of successes). Use hacking pool against a TN of the trap's rating to disable it. No successes means you sprung the trap. Multiple traps must be disabled seperately.

Types of Trap- Keep in mind a system may have more than 1 trap.

Sever- This trap simply severs the open connection if it discovers trespassing. Very basic, you can always attempt to re-connect though it takes time again. Cheap, however. Good for low security systems.

Report- This trap silently reports that the system has been breached. It then attempts to digitally trace the hacker and gain all information it can on them. It rolls it's rating against the hacker's digital stealth (with a +1 bonus). Each success gains it information as if digital tracking. It continues to do this as long as the hacker is in the system. The hacker can roll digital perception (see digital tracing) to realize he's being watched.

Dump Shock- This trap not only severs the connection, but sends a wave of energy into the user. The trap rolls successes against the user's intelligence. The user uses willpower to resist this damage. The damage is special to the trap and is like a ranged weapon. (So a given dump shock trap might by Rating (4,6M) meaning that it rolls 4 dice and uses those successes to stage up 6M damage. Sometimes this doesn't sever the connection, but is used in connection with Lock to continually damage the user.

Lock- This trap attempts to prevent the rigger from severing his own connection (and is usually used in conjuction with report, but not always). The decker must oppose the rating of the lock using his willpower. If the decker has more successes, he may sever the connection, otherwise he is unable to disconnect (though he may use his other skills to try to disable the trap normally).

Wipe- This trap attempts to wipe clean the user's cyberdeck. Roll an opposed roll against the trap and the cyberdeck's rating. For each net success of the wipe, the cyberdeck loses 1 rating worth of program (and provided hacking pool). If completely wiped of decker programs, this disconnects the user.

Steal- This trap attempts to copy information from the decker's cyberware memory or cyberdeck memory into itself (or any connected computer based on where the decker currently is connected). It usually uses this to help trace the decker. Roll opposed rolls using the rating against the decker's cyberdeck rating. Each net success copys 1 unit of information over to the other system to be analyzed.

Black IC- This attempts to fry the physical componants of a decker's hardware. It can attempt to fry the decker's cyberdeck, datajack, or any headware the decker has. If it targets cyberware it uses the decker's willpower, otherwise it uses the rating of the cyberdeck. It rolls an opposed roll. If successful (2 net successess) it damages the cyberware so it must be repaired. 4+ net successes means the equipment is destroyed- it must be replaced and all data on it is lost. Needless to say this is the most evil and expensive kind of matrix security.

Watch- This alerts the system to potential threats, grating a +1 on all other Trap rolls once sprung, and is usually combined with sever to kick the decker out and to increase security in case he tries to get back in.

Any hacking penalty you have for being offsite (described in matrix section) applies to all rolls the decker makes against traps. Keep in mind if he's also trying to accoplish something in the system he must split his dice to accomplish that other task. Also, if a trap is completely disabled, it may be apparant (at some later time) that the system was tampered with unless the trap is turned back on as the decker leaves the system, which is treated the same as disarming, including the chance to spring it.

Drugs

Some special drugs that were developed by various companies.

Addiction: People addicted must take the drug at least once per day. They Generally get a willpower check, TN (X,Time) where X is the base DC, increased by the number of doses taken in the amount of Time. So TN (4,Week) means 4+number of doses taken in the past week. Failed willpower means you must take another dose, even if you must go find it or rob people for money to get it. Get +1 bonus to your roll if getting a new dose is not "easy" (not if you have to buy it, but yes if you have no money or know no sources). Apply a -1 penalty to your roll if you have some supply on hand.

Onset: Drugs injected take effect immediately. Smoked takes 1d6 minutes. Eaten takes 1d6x10 minutes. Inhaled as powder (snorted) takes 1d6 rounds. Most drugs can be easily converted to any form.

Meta
While still a dangerous drug in its infancy, meta attempts to awaken the non-awakened, and greatly boost the power of mages during its effects. Meta was created by the Shinra Corp in an attempt to awaken non-mages. Though never officially produced, shadowrunners had stolen its secrets and now it is created on the streets.

After taking a dose of meta, the user's magic is temporarily increased by 1d6 points. (Creating a magic rating if there wasn't one). This effect allows for more powerful spellcasting and greatly reduced drain concerns (and banishing and spell tests!).

Mundanes that use this gain sorcery dice equal to the magic gain and one random spell per magic point granted, at max force.

Every minute, the spell energy seeks to break loose, and the user must make a willpower test, TN (6+magic increased by meta) or a spell will "cast itself" from you, randomly. Aspected mages may have spirits summoned accidentially or accidentially engage in magic skill tests (like creating background counts with virtuoso or projecting).

The effect lasts for 2d6 hours, after which the user becomes exhausted. The mage must roll for magic loss. If he fails, he burns 1 point of magic, and loses a number of magic equal to the amount gained, which restore at one point per day (though a new application of meta restores the lost amount in addition to granting its boost- for its duration). Mundanes who gained magic take essence loss instead of magic loss during the crash- essence brought to 0 or lower result in death of the mundane.

The drug is highly addictive for it's ability to greatly increase magical power (or create it), and it's ability to overshadow its penalties for frequent use. Each use requires a willpower roll (TN = # of times meta has been used in the last month). No successes means that you become addicted, and your meta penalty restores at 1 point per week rather than 1 point per day. Each day addicted you must make a willpower roll TN (6, month)

Sometimes on the streets this is referred to as ambrosia. Meta can cost upwards of $500 per dose, and has an availability of 12, with a street index of 2. It is difficult to create and contains some ingredients from awakened plants.

Ether
Created by the Shinra Corp in an attempt to boost mundane capacity, this drug has been found to be of great benefit to those wishing to fight spirits, though at a price.

Ether temporarily makes its user dual-natured, percieving both the astral and regular plane simultaneously. This allows people (even mundanes) to spot and target non-manifested spirits and detect magic and mages.

This effect lasts for 1d6+1 hours. Afterwards the user suffers a crash where he is near-blinded. He goes completely colorblind for 1d6 hours and suffers a -4 penalty to perception tests, and is plagued by headaches. Mildly addictive, every use involves a willpower test (TN 4, Week) or become addicted. Ether sells for around $250, has an availability of 14, and a street index of 3.

Dwarfen Ale
Not really an "ale" or alcohol at all- Dwarfen Ale is referred to as such because it grants its user a temporary protection against magical effects. The user gets +1d6 dice to any affect that targets him directly (Will or Body) while the user is on this drug. This stacks with dice granted from race (such as if the user is a dwarf already). Roll the 1d6 at the time the drug is taken. Multiple doses overlap- they don't stack.

Mages that take this instead have their magic rating lowered by 1d6 when they take this, making it effective as a weapon- a target injected with this can make a body check, TN 4. Every success lowers the magic loss by 1 to a minimum of 0. This effect lasts for 1d6*10 minutes in either case. Mages so affected must check for magic loss normally once the effect expires and they have their magic back.

Only barely addictive, the TN to avoid addiction is Will (5, day).

The drug Dwarfen Ale was developed by Aztechnology as an effort to replicate dwarf's magic resistance for their scientists who were employed working with magical critters and effects.

Marijuana
The drug that already exists- just with mechanics!

Marijuana creates feelings of relaxation and (very mild) hallucinations. Paranoia can be common. The user gains +1 die to resist any stun damage, and to resist any emotional effect (fear, anger), including magical effects. Addiction is (2,day). This effect lasts 2d6*5 minutes.

Certain critters have been known to be allergic to Marijuana, including some awakened beetles.

MDMA (Ecstasy)
This drug causes intense emotions in people.

MDMA gives confidence and happiness and provides +1 die to social skill rolls and perception tests as your awareness is heightened. Recent research shows that is also provides you with a special background count of 1, which doesn't affect your own casting, due to your own intense emotional experience. Mages on MDMA can treat any background count as if it were 1 lower, and ignore any background count caused by MDMA itself. Large raves are known to have more intense counts, though it doesn't exactly stack. This effect lasts for 1d6+1 hours.

During the crash the user takes a -1 die to any social skill rolls and perception tests, and feels generally woozy, hungry but unable to eat, very thirsty. This effect lasts 2d6 hours. The addiciton rating is (4, month).

Fly
Fly was a derivative of Spanish Fly and Rohypnol. Originally created by a gang called Skeet Shooters (accidentially, while trying to create a perfect date rape drug), Fly gives users extreme confidence, increased sexual libido, and increased charisma and beauty (due to more flushed appearance and pheremone levels). This comes at a penalty to willpower.

While originally intended to make girls horney and inhibit their judgement (which does happen), it also ended up giving them considerable social power. People on a dose of Fly gain a bonus of 1d6+1 to their charisma, and may use their charisma to suppliment any social skill rolls (etiquette, negotiations, etc). They suffer a similar reduction in their willpower during this time. (Willpower that reduces to 0 or below causes them to pass out). They also feel intense sexual desire during this time, and when faced with an attractive option must make a willpower test (TN = cha of target), at the lower willpower or attempt to seduce them. Where the shooters went wrong is that the target is still aware and can choose the most appropriate mate. Targets aware they took the drug get a +1 bonus on their willpower test as they try to actively resist it. (On the other hand, seductress shamans and other people with "addictive" or "vice-filled" personalities get a -1 on willpower tests). This effect lasts 1d6 hours.

Afterwards the user crashes, suffering severe headaches and nausea. They must make a body check, TN 8 or pass out due to exhaustion. They must make an intellgence check TN (5 + the bonus applied to charisma) or they have trouble remembering what happened while on the drug- the whole thing being a blur or a blank spot. This drug is only partially addictive Will (3,day)- use restored willpower.

The sexual desire "flaw" of the drug can be overridden by taking preventative measures to combat sexual arousal- including surgury or chemical castration or other drugs to inhibit desire, and can reduce or eliminate the desire. Some businesspeople have been known to take this drug before big negotiations and meetings (usually recorded so they can remember it later).

This drug costs somewhere around $50 per dose, has an availablility of 11 (illegal!), and has a street index of 3. Because of it's date rape stigma and use, it is common to arrest people immediately for possession.

Sniper Wolf: This drug is used to relax muscles, slow breathing, and make it easier for a sniper to take aim. When used the user takes a -4 penalty to quickness, but gets a -2 TN bonus to any called shot, or doubles the bonus from taking aim. It also allows anyone taking aim to ignore wound penalties after taking aim. This can be very addictive, (8, week) but can be very useful for snipers. It can cost around $50 per dose and is relatively easy to get. It can also be used to help light sleepers get to sleep more easily. The effects last for 3 hours.

Monday, December 13, 2010

Languages

Languages are a big pain in the butt. How many ranks should you have to be considered fluent? How often should you make an "understanding" check?

Here's a "better" way to handle language skill ranks.

Each rank of a language gives you 1 language ability. Some language abilities are ranked and must be taken in order.

Speaking
1- gist of it- you can make a language roll to understand the gist of what is being said to you.
2- hear it- you are fluent in understanding a language, make a roll to communicate things to other people using the language.
3- got it- you are fluent in speaking the language and understanding the spoken form.

This means with 3 ranks you can fluently understand and speak a language without being literate in it.

Writing
1- kind of- you can roll a language (or decipher script) check to understand something written in the language
2- gist of it- you can pretty much understand the gist of something written down
3- fluent- you can understand the written form just fine, might need a roll to write complex things
4- got it- you need no roll to read/write in this language

With 4 ranks you can be literate in a language without being able to speak it.

Extras
Sign Language- you can communicate in this language using sign language if someone else has it. Dialect- each point can represent a special dialect of this language, such as yooper or southern terms "y'all, and 'eh!'" This can mean cants also (Like shizzle and l33t)
Read Lips- you can read lips to see what people are saying when you can't hear them by rolling a language check (requires full speaking).
Note: While read lips is a phonetic thing, there's little difference between "fuck him" and "looks grim". Only by understanding the language can you get any meaning out of the conversation, otherwise you can get major errors that make your final "transcript" make no sense.

Non-Specific Language Perks (Take as language skills)
Read Braille- you can read braille transcripts in any language you can read(and write)
Morse- you can communicate in morse code in any language you can read (requires full writing)

So If you took Spanish 2, assuming 1 rank read and 1 rank write, you can roll 2 dice whenever trying to read or write spanish. Further dice ensure less need to roll. More expensive, but closer to what was intended.

For your primary language, you are assumed to have 3 ranks spoken, 4 ranks written, with no extras at no cost.

Some edges or cyber/bioware may give you bonus language dice- these are not ranks, just dice to assist you at lower ranks.

Weather

Weather is something that it's easy to overlook in game. Partially because it's one of those background things, but also because it can be a pain to manage weather in a game.

Despite being a d6 system, I'm a fan of some things being managed by other dice. Enter the d20 guide to weather.

1-70%: Normal weather for season.
71-80% Abnormal temperature (50/50 to be a heat wave or cold snap- 10 degree difference in normal temperature. Cold areas are 70% likely to be a cold snap, hot are 70% likely to have a heat wave).
81%-90% Inclement Weather (precipitation, such as snow or rain, or severe winds in deserts)
91%-99% Storm (heavy rains, snow storm, dust storm)
100%- Powerful Storm (tornado, hurricane, blizzard, windstorm)


Effects on weather: (Visibility modifiers may apply to special visions and hearing as well)

Abnormal Temperature: Characters not dressed "for the weather" may take a +1 TN penalty to physical checks as the temperature bothers them.

Inclement Weather: Rain, snow, and desert winds can provide visibility modifier of +1, and can cause a +1 TN modifier to drive checks (particularly to handling scores of vehicles).

Storm: A storm can apply a +4 visibility modifier as well as driving TNs. Movement (even vehicles) should be at 1/2 speed.

Powerful Storms: These can cause random debris to fly around, possibly hitting people. Power can easily go out. Visibility should be effectively blind (+7 visibility modifer), and drive checks are at +8 or more. Natural flight (such as for birds or fairys) should be impossible. The visibility modifiers likely apply to hearing checks also, and certainly apply to all "special" visions, like ultrasound and thermovision.

Amnesia

Ha ha! I don't have to make a backstory for you, GM, because my character has Amnesia!

What a great way for the player to avoid a backstory. What a great way for the GM to get even with him for it!

When making up a backstory for a player who has amnesia, you must consider the source of the amnesia.

Repressed Memories: Something horrible happened to the character and was repressed by the subconscious. Less likely with eiditic memory.
Head Injury: Some head injury happened and removed a bunch of the character's life.
Magic Involvement: Somone has erased the character's memory.
Drug Addiction: The character has lost large parts of his memory of the course of alcoholism or extreme drug use.
Cyberware/Bioware: Certain cyber and bioware inhibits the brain's abilities to make memories, and this could be the cause of amnesia.
Disease: The character could be old or have dementia or some other disease that may cause amnesia.

Each of these carries a certain implication: A head injury implies a terrible accident (or combat), while repressed memories indicate a horrible past. Magic means that someone wanted to keep that past a secret, and Drug addiction means the character was/is an addict. Cyberware would have to be intentional or impanted by a company, and may still be there! And diseases, well, they're trouble on their own!

If the player isn't going to choose a source, you can choose one for him. And therein you've provided your own backstory hook.

Some character's aren't happy with their amnesia backstory. Of course, you can remind them that they were free to create their own backstory (even having chosen amnesia!), and their failure to do that was an invitation for you to make your own. Plus, many sources of amnesia represent a troubled past (memory wipe, repressed memory, drug addiction, implanted cyberware) or a troubled present (disease, drug addiction).

Also, eiditic memory might inhibit disease or drug addiction from being a source, forcing you to go with another (maybe worse) option. Eiditic memory might also prevent repressed memories, forcing memories to be wiped via magic or "accident".

Keep in mind PC's day jobs and other details when making backstories. Police and many other corporate jobs to background checks on characters, so the player would be aware of his past if it was something that would show up on a background check, and if they have the same identity, and accident would show up in medical history, as would existing cyberware (hello mind wipe!).

Sometimes you can be a little too cruel, GM, but this should be an encouragement for a PC to write his own backstory, even if the character has amnesia!

Sharing Karma

Sometimes team members wants spells quickened on them. Why would another PC mage want to waste his good karma boosting his teammate instead of himself? Hence, the sharing karma system.

Karma can be spent by one PC and given to another PC for the purposes of learning spells, enchanting, quickening, etc. Karma does not always transfer on a 1:1 basis. See the following chart. Karma must always be freely given- it cannot be "stolen".

Giver Is:
Of essence 3 or lower, it costs 4 karma for 1 gained.
Not awakened, but essence above 3: Costs 3 karma for 1 gained.
Awakened: Costs 2 karma for 1 gained
Has a special metamagic technique*: Costs 1 karma for 1 gained.

A metamagic technique may be possessed by either the giver or reciever to properly transmit karma.

Spending "Free Karma"
The mage may use the bonus karma to quicken spells, learn spells, give to an ally spirit, or perform other magical tests that cost karma, but not improve skills, gain karma pool, etc, though the spells need not directly benefit the giver.

For example, a thief might give a mage karma to learn the invisibility spell, with the hopes that the mage will sustain it on him later, or even to bond to sustaining spell foci, or quicken spells on the mage himself. The negotiations for this are up to the PCs. Surely, the mage can "lie" to the giver, claiming he'll use the karma to quicken a spell on the giver and really use the karma for something else, but that's a dick move with it's own consequences.

Removing Flaws and Buying Edges

Some edges make little sense (or have little to no benefit) at character creation, and sometimes you want to be able to remove a flaw. (For example: aptitude: centering does nothing until you initiate).

By the current system, removing a flaw typically replaces it with a similar (or worse!) flaw instead. This usually does not make sense.

So here's a mechanical system for replacing flaws and getting additional edges.

Losing Flaws:
Certainly flaws should be removable through in-story events (such as character driven missions). Otherwise, a PC should be able to remove his flaw by paying twice the karma cost that the flaw provided in build points.

A caveat to this (which makes it harder to lose larger flaws) is that flaws that are RANKED must be bought down, much like skill ranks are bought up.

So, if you have hunted:6. It takes 12 points to buy this down to hunted:4, then 8 points to buy down to hunted:2, then 4 points to remove: 24 points in general. Expensive, but worth it!

Gaining Edges:
In the same way, edges should be purchasable for twice their build point cost in good karma, and like flaws, should be bought up from 0.

Example: High Pain tolerance would be insanely expensive (2*1 for 1 box, 2*2 for 2nd box, 2*3 for 3rd box, etc).

Certainly edges and flaws are MUCH better to take at character creation, cost-wise, but then, so are skills and ability scores!

Friday, December 10, 2010

Wierdness Magnet/Trouble Magnet

The often abused Wierdness and Trouble Magnet flaws have no strict mechanics behind them (thus making them somewhat of "throwaway"). Here are some suggestions on how to keep them fair.

The most obvious way is to include "weird" events that can take place, and roll a check to see whather or not it happens.

Following is a possible list of "weird" and "troublesome" events. Roll a number of dice equal to the weirdness quotent (WQ) and a number of dice equal to the trouble quotent (TQ).

WQ = number of party members with weirdness magnet.
TQ = number of party members with trouble magnet.

The number of successes determines the severity of the weirdness and the trouble. No successes means nothing weird or troublesome happens. The chart below has events based on troubleness (1 to 6 ratings), and weirdness (1-6). If something both weird and troublesome happens, try to combine them into one event, though having 2 seperate events is fine. Sometimes things happen to an individual instead of the party, though the individual woes can be party woes. People without these traits shouldn't be individually targeted, but any individual with the flaws are fair game to the expanded trouble.

R1 weird
· You get a phone call-wrong number.
· A team member pocket-dials you by accident
· You see an ex lover who wants to chat you up.
· The weather is unseasonably hot or cold
· You see a dollar bill with a string around it, it pulls away as you approach.
· You are approached to buy girl scout cookies or something.
· Witness an odd conversation

R2 weird
· You are a store’s 1,000,000th customer.
· Your Johnson meets you at a weird place (restaurant with no lights, etc)
· You see skywriters writing conflicting messages in the sky
· You see a bi-racial couple that’s unusual (troll+gnome, etc)
· Something odd runs by you (10 midgets chasing a grown man dressed as a baby,etc)
· Witness an argument

R3 weird
· The weather is drastically unusual for season/area (snow in florida)
· Low rent areas experience a power outage.
· No one is on the streets when it should be packed.
· Witness a fist fight
· Hear about a strange figure on the news (like a serial killer or something)
· Learn that the winning lottery numbers are somehow relevant to you (like your birthday)

R4 weird
· The streets are packed when they should be empty.
· An impromptu concert or similar event happens near your target.
· A strange man stops you and tells you something true but secret about yourself.
· A kid follows you around and copycats you.
· Witness a gun fight
· You pass somoene on the street who looks almost exactly like a teammate.
· People keep saying things that other people said earlier that day- causing deja vu.
· Some other johnson is meeting another shadowrunning team at the same venue as you are meeting your johnson at.

R5 weird
· There’s an eclipse or other odd astral phenomenon
· Witness a traffic accident.
· A wannabe tries to join your shadowrunning team.
· A mentally disabled person (rain man) repeats parts of your “secret” conversation to you.
· Witness a magic duel
· You pass someone on the street who looks almost exactly like you

R6 weird
· Two planes crash into each other.
· The city (even higher level lifestyles) experience a temporary power outage.
· Someone is sleeping in your bed.
· Witness a spirit duel
· Witness a hostile interaction between people that are very rare for area (like a bunch of clowns shooting each other)
· Win the lottery


R1 trouble
· Your parked car is blocked by something and can't easily be gotten out.
· You accidentially dial the wrong number during an important call.
· Someone bumps into you on the street- possibly while unning, which may make you trip.
· Your persuer happens to guess the right direction to chase you in when you try to lose him.
· Someone you need to deal with is racist or predjudiced against you.
· Some random people try to start a confrontation with you.
· Someone has vandalized your vehicle or home.


R2 trouble
· You get pulled over by police for a minor infraction.
· While casing a place you are caught in the background of someone else's pic/video.
· During a getaway, your route is blocked by a parade or other odd event.
· Your cell phone or other device rings or makes a noise at an inopportune time.
· You trip or cause some small scene that makes people notice you when trying to be secretive.
· The place you're in contains something you're allergic to or phobic to. (Or intolerant, etc).
· Someone tries to steal something from you

R3 trouble
· Your car gets a flat tire or runs out of gas.
· A place that was supposed to be empty is full of people for some reason. (Like a concert)
· Your computer just now shows that it recently caught a virus.
· Your day job asks you to come in by surprise while on a mission.
· Someone with you has the gremlins flaw.
· Someone tries to rob/pickpocket you.
· A random person notices your gun and may cause a scene.
· The weather is troublesome for your purposes (foggy, heavy rain, etc)
· A protestor throws paint or something at you (throws a pie in your face, etc)
· Reporters run up and question you about some current event in the area.


R4 trouble
· Your phone is blowing up from telemarketing calls and wrong numbers making it hard to place calls.
· You forgot to charge the battery to something and it runs out early.
· You hit someone with your car or vehicle.
· Endangered creatures form a nest near your house, keeping people around at all times.
· An unrelated crime happens to the place you're trying to do a mission at, increasing security.
· Police join in your "escape" scene.
· The target just happens to be paranoid about your race/class/gender etc
· Some unrelated decker just happened to be waching the area where you were when you did something illegal.
· The place you're at (restaurant, bank, etc) gets robbed while you're there, possibly becoming a hostage situation.

R5 trouble
· By random chance, your group radio frequency is the same as the enemy's- who doesn't happen to be talking at the time.
· Something left at a squatter lifestyle is gone- having been stolen.
· Someone breaks into your house.
· A strange EMP temporarily knocks out your electronic equipment.
· The target just happens to have weapons or security measures you aren’t prepared for.
· One of your contacts is in the target’s structure, and can be captured by him, or already is.

R6 trouble
· Someone you've wronged just happens to be around the corner.
· The place you need to break into has a bunch of people who know you or can ID you.
· You get blamed for something you didn't do, but you have no alibi for that time period.
· Your car gets destroyed/towed/stolen/booted, etc and you discover this when you need to make a quick getaway.
· Vandals or someone sets off alarms at the place you’re at during your mission. They may have done this on purpose to screw you.
· You've accidentially left a small piece of equipment at a crime scene.
· Get struck by lightning

Day Job Edges/Flaws

Much like lifestyle edges/flaws or standard edges/flaws- these are modifiers you can give to a day job to make it a bit more personal than the standard day job. A day job's extras may exceed the flaws: for each point that it does so, the Day Job Flaw itself becomes 1 point more expensive. Thus for a day job with +3 net edges, the Day Job is a 0 point flaw, any above that and it costs as an edge.

Day Job Flaws:

Jerk Manager (-2)
Your boss has no tolerance for you. Tardiness, absenteeism, showing up with bullet wounds, all these things are reasons to hate you. You have +1 TN penalty to any check to avoid being fired for being late, missing days, etc- even when it's a medical emergency.

Unscheduled Overtime (-3)
The job may contact you at any time and expect you to come in to work, making it difficult to leave town, or even expect standard shadowrunning. This even comes up while you're on vacation.

Night Job (-1)
The job is open 24/7- maybe it's a 7-11, maybe it's a fast food place, but your schedule can vary and can sometimes require night work. This makes it difficult to plan for shadowruns in advance.

Salary (-1)
You aren't paid hourly- you're paid salary. This means that every month there's a 1 in 6 chance (a roll of 1 on 1d6) that you have extra work to do- you must increase your hours by 10% with no increase in pay.

Corporate Job (-2)
You work for a megacorp. In addition to having your fingerprints and personal information on file with that corp (making it hard to do jobs against them), you are also paid in corp$ instead of nuyen. This may interfere with your lifestyle costs or other purchases.

Work with the Public (-1)
Your day job is retail- either sales or customer service or some other job where you see dozens (or hundreds) of people per day. You take a +1 TN penalty to disguise checks, and someone you've wronged may just happen into your branch one day.

Job Stigma (-1)
Your job is not only unglamerous, it's one people despise. You may be an IRS agent, a cop (or blood spatter analyst) or other job that causes people to distrust you. Take a +1 TN penalty on social skill rolls with people aware of your profession, except with other people who share your profession.

Uniformed (-1)
Your job requires a specific uniform. Maybe it's the Wendys vest or a blue shirt with the company logo on it. In any case you need to wear your uniform at all times, which may cause difficulty if you're rushing to or from work to somewhere else.

Physical Labor (-2)
Your job involves heavy lifting, construction work, or other physically demanding activity. Every day you work make a body test TN 4 for -1 day job, 6 for -2 day job, or 8 for -3 day job. If you generate no successes you are exhausted and must go home and sleep after the job. 2 successes makes you fatigued: -2 to all skill rolls until you rest. 4 successes means you're fine.

Continuous Work (-1)
All your weekly or monthly hours are worked more or less consecutively (with 8 hour breaks for sleep if necessary). Maybe you work on an oil rig or as a fisherman and must go out to see for a long time. In any case, for great spans of time you are unavailable, then you're free to act for the rest of the week or month.

Weather Reliant (-2)
Your job is related to the weather. Maybe you drive a snow plow or rake leaves. In periods of weather not complimentary to your job you cannot work and either lose the money or have to make the time up later.

Work Outside (-1)
You work outside. On days of severe weather (heavy rain, extreme heat or cold), you must make a body test (TN 4,6,8 based on severety of weather). On no successes, you are fatigued after work. On 2 successes, you are able to continue with no problems after work.

Need Equipment (-3)
Your job requires specalized equipment, such as a semi-truck driver, fork lifts, or other such large bulky equipment that you are responsible for. You almost always need to stop at home to pick something up before work, and can get into trouble if equipment is damaged.

Specalized Training (-2)
Your job requires a special skill (either active or knowledge) to do. On the one hand, you have the skill. However, each month you must make a TN 4 check with that skill. If you don't generate any successes, you get fired. 2 successes keeps the job, but you don't get paid. 4 successes keeps the job and pays you.

Your own supply (-1)
Your job requires you to provide some of your own equipment, perhaps you buy your uniform, rent your stage, or something else. Every month, on a roll of 1 on 1d6, you make only 50% pay as you spend the other half upkeeping the materiales you're responsible for.

Government Job (-2)
Like corporate job, but doesn't pay in corporate dollars. Makes it hard to have the law after you, as they have lots of info on you. Not available to people with criminal SINs.

Work With Kids (-1)
Maybe not with kids, but you have some job that requires you to be "A fine upstanding citizen". You can get fired for being involved in a scandal, being wanted for the law, or acting "immoraly". Carrying guns, being drunk, getting DUIs or traffic tickets may make you lose your job.

Dirty Job (-4)
Your job is high risk. Maybe you breathe asbestos, work at a critter zoo, or whatever. Every month roll 1d6. On a roll of 6 you might suffer some ill effect (getting sick, hurt by the critter, etc) unless you make a body check as decided by the GM.

Illicit (-2)
Your job is illegal in nature. Every month roll 1d6. On a roll of 1 you risk being investigated by athorities in connection with your job. Maybe you're a hooker or something. This can cause fines, lose your income for the month, or get you arrested, depending on the nature of the job.

Shitty Job (-4)
Either double your hourly requirement or halve your monthly pay. Your job sucks.

Day Job Edges

Unsupervised (+2)
Your job requires minimul supervision. Maybe you work alone at a gas station or as a lone security guard. In any case, you can sometimes hold meetings or get away with a lot at work, so long as you show up, you might even be able to sleep.

Vacation Pay (+2)
You can take 2 weeks every year where you don't work, but get paid anyway. Useful for extended out of state missions.

Health Benefits (+3)
In addition to your pay, your job will decrease the costs of one of your lifestyles by 5% as you get discounts on health insurance and are provided other money saving tips.

1099 (+4)
As long as you put in your hours, you get paid. You can take up to 2 consecutive months off (with no pay), so long as you occasional do your work. Maybe you're a salesman or something.

Commissionable (+3)
Your job pays you more when you do it well. Choose a relevant skill to your job. Every month, roll that skill against a TN 6. Each success increases your monthly pay by 5%. Can be combined with Early Workload, but you roll the same roll for both and divide successes.

Tax Hole (+2)
You may be self employed, a business partner, or have some other major expenses for your business. As such you pay only 1/2 as many taxes as normal, as you have plenty of things to write off. If you pay taxes on shadowrunning mission pay (as a part of laundering), only pay 1/2 as many taxes. This doesn't affect lifestyle costs as the lower taxes balance out lower pay.

I have a key (+2)
You have a key to your job. You might be able to get in after hours to borrow equipment, hold meetings, or do other things, depending on the nature of your job.

Manager Buddy (+1 or +3)
You have the manager as a contact. (+3 if the manager is a johnson). As such, he is a lot more understanding than most when you have to take a day off to go shadowrunning. For +1, get a -1 tn bonus to keep your job when late or absent. For +3, you always keep your job- if you're doing a run (or regular runs) for the boss.

Telepresence (+3)
You can log in your hours almost anywhere. Maybe you work via computer or you're a telemarketer. In any case, you have no physical location to go work, as long as you log the hours (at the right times!) you get the paycheck.

Deals with Documents(+2)
Maybe you work for the police, maybe for the treasurer- wherever you work, you have access to confidential documents. While you probably won't get away with tampering with things or stealing things, you may be able to peek at some documents, granting you +3 dice to any knowlege rolls relevant to the documents your work might have (such as police cases at the police station or who owns a poperty at the clerk's office).

Disguised Job (+1)
You might work as a clown or other job where people tend not to see your face. This helps you avoid people recognizing you as you do your day job.

Hand Shaker (+2)
You meet a lot of interesting people. Gain +1 die per level of day job with attempts to gain contacts.

Dirty Industry (+2)
You work in an industry known for being dirty. Stripper, porn star(or filmer), repo man, etc. The bosses don't care if you're a criminal, what DUIs you get, or what the problem is, so long as you show up to work and don't bring any trouble to them.

Early Workload (+2)
You know your job in advance. As such, you can work extra hard to get done the same work in less time. Every month roll a skill check as appropriate for your job. Every success you roll takes 2 hours off your monthly work commitment for the same pay. (Minimum 1 hour/week). Can be combined with Commission, but you roll the same roll for both and divide successes.

Perks (+4 or +6)
In addition to pay, your job provides a free low (+4) or medium (+6) lifestyle, probably with roommates or in some other community living. Of course, that's a lifestyle you don't have to pay for!

Company Car (+2)
You have a company car you can drive around (and park, and gas up) for free. However, you're responsible for it if it gets damaged. (You might work at a rental car place or impound lot or something). It might not always be the same car.

Great Job (+10)
Either halve your hourly requirement for the job, or double your monthly pay. Your job is AWESOME!

Wednesday, December 8, 2010

Mission Success and Game Balance

Missions given by johnsons can have various degrees of "success".

Mission Disaster- The mission was not only failed, but the specifics have made things worse for the johnson or the party. Perhaps they alerted the opposing company that the johnson hired them, got captured, or otherwise royally screwed up. Not only do johnsons not pay for this, they may get pissed at you and there may be deeper consequences. Game mechanics wise, you may get less karma for this mission.

Mission Failed- The mission was failed. This may be for a variety of reasons. Someone who hires you to steal something may get mission failed if the theft was successful, but the enemy became aware of who you are working for, of if some other facet of the mission (either specifically mentioned or implied) was failed. Johnsons typically do not pay for this. Missions you quit midway might qualify for this ending. You might still get karma for this mission (unless you just didn't go on it).

Mission Finished- The mission was technically a success, but you did not perform up to the johnson's expectations. Perhaps you stole the prototype, but didn't get the access codes, or you made a PR nightmare by blowing up the entire building before you left. In any case, johnsons may pay you a reduced amount for the mission (though karma is probably unaffected)

Mission Successful- The mission was a success. You did exactly as was expected of you, and the johnson will typically pay you the agreed amount (depending on the trustworthiness of the johnson).

Mission Complete- Not only was the mission a success, you did better than the johnson expected. Perhaps you got extra data, got someone else blamed for the theft, or just did such a good job that the johnson provides you with some bonus money (and the GM gives bonus karma)

Dark/Light Ending- Some missions have multiple paths to victory. Perhaps you need to get someone in the governor's spot. Running a great campaign might get light side ending, while killing all other applicants would be a dark side ending. This may affect reputation or fame.

Side Mission- Some missions have extra things that might come up during them. Perhaps during a stakeout you find a witness to save, or see an unrelated opportunity come up during the mission. Side missions may get extra pay (from johnsons or other interested parties), and karma is usually increased for particpating in them.

Game Balance
While shadowrun comes somewhat pre-balanced, based on the limited nature of improving characters, some missions will be harder than others, and some missions can be made MUCH easier by some pre-work by the PCs, including careful planning, information gathering, and teamwork.

In the absense of these things, a mission will be much harder. This will not necessarily increase karma or other benefits of the mission. Just like in D&D, a trap has the same CR whether you spring it or pass it. Failing checks or making things more difficult for yourself does not increase the rewards of the mission.

Likewise, not participating in a mission may not involve payment or karma for your character. (Sometimes this is decied by the other PCs, sometimes by the GM, but usually this relates to your player not being present during a session or actively sitting out during missions- so should be a rare, if ever, occurance). Rest assured, there are usually ways to "catch up" available- just ask.

Also note, in some (probably rare) circumstanes, different PCs may get different ratings for mission success.