Everything digital nowadays. But sometimes- just sometimes, the old way is better.
Just like when sometimes bows are better than guns, sometimes old school film cameras (including movie cameras) are better than their digital equivelants? And why is that? Because they're optical!
A film camera makes a flash of light and an image is burned into the photographic negative, which must then be manually developed in a lab (or via polaroid). What this means is that the image is as optical as a mirror. While this doesn't help most video cameras (especially as far as displaying things on a monitor), it means that film based cameras record things as people do, and are not auto-tricked by trid phantasm.
They have no intelligence or willpower, so any illusion will affect them, unless it's specifically designated to hit machines and not people. (Most spells like that are used as counter-rutheneum measures). In any case, this may be something to keep in mind when dealing with the invisible to machines.
Granted- a mage can't target through the picture (though he could target through the optical zoom on a regular video camera), and cyberware recorders perform the same function. But just sometimes it might help to have some optical pics.
Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! (Note- some old posts might get updated with new stuff, check often!)
Friday, December 31, 2010
B&E Equipment
Glass Cutter:
A suction cup with an extendable claw that can circle around and create a small circular opening in most glass windows, usually very quietly. Often times you need only create a hole small enough for your arm to reach in and unlock the window before climbing in normally. Highly concealable (8). Does not work on bullet proof glass.
Suction Climbers:
These devices attach to your hands, feet, and knees to aid in climbing. Using these a person gains a +2 bonus to any dice to climb, and by making an athletics (12) test, they can even climb across a completely horizontal surface (like a ceiling). (The bonus does not apply to the ceiling climbing). Some walls and ceilings may be treated to prevent this, but outdoor ones never are because weather effects remove all treatments.
Lockpicks:
The lockpick gun is known, but regular lockpicks are small and easily concealed (10). They can be used to pick mechanical locks with a B/R mechanical test, base time 5 minutes with every success (use rating of the lock) reducing by 1/2. Basically a B/R locks kit.
Stethoscope:
Used to "pick" combination locks and dials. Certain cyberware may grant similar bonuses, but allows you to roll a perception test against the lock's rating to pick the lock, base time 10 minutes with extra successes decreasing time. With digital methods of locking doors, these are not quite as common anymore.
Bolt Cutters:
Already in SR3- but these are great for getting past padlocks or chain link fences.
Bag of Dust / Aerosol Spray
Useful for finding laser beams and (to a lesser extent) trip wires, as well as secret doors (provided they're not air-tight) and wind currents. Somewhat obsolete with thermographic vision and special cyber vision.
Grapple Gun/Stealth Rope
Already in SR3- great for climbing to rooftops.
Polaroid
With digital cameras being all the rage and all sorts of electrical setups to avoid tampering, sometimes you can just put a polaroid picture of a hallway in front of a (immobile) camera and trick the person watching it. Of course, a polaroid is needed for instant printing.
A suction cup with an extendable claw that can circle around and create a small circular opening in most glass windows, usually very quietly. Often times you need only create a hole small enough for your arm to reach in and unlock the window before climbing in normally. Highly concealable (8). Does not work on bullet proof glass.
Suction Climbers:
These devices attach to your hands, feet, and knees to aid in climbing. Using these a person gains a +2 bonus to any dice to climb, and by making an athletics (12) test, they can even climb across a completely horizontal surface (like a ceiling). (The bonus does not apply to the ceiling climbing). Some walls and ceilings may be treated to prevent this, but outdoor ones never are because weather effects remove all treatments.
Lockpicks:
The lockpick gun is known, but regular lockpicks are small and easily concealed (10). They can be used to pick mechanical locks with a B/R mechanical test, base time 5 minutes with every success (use rating of the lock) reducing by 1/2. Basically a B/R locks kit.
Stethoscope:
Used to "pick" combination locks and dials. Certain cyberware may grant similar bonuses, but allows you to roll a perception test against the lock's rating to pick the lock, base time 10 minutes with extra successes decreasing time. With digital methods of locking doors, these are not quite as common anymore.
Bolt Cutters:
Already in SR3- but these are great for getting past padlocks or chain link fences.
Bag of Dust / Aerosol Spray
Useful for finding laser beams and (to a lesser extent) trip wires, as well as secret doors (provided they're not air-tight) and wind currents. Somewhat obsolete with thermographic vision and special cyber vision.
Grapple Gun/Stealth Rope
Already in SR3- great for climbing to rooftops.
Polaroid
With digital cameras being all the rage and all sorts of electrical setups to avoid tampering, sometimes you can just put a polaroid picture of a hallway in front of a (immobile) camera and trick the person watching it. Of course, a polaroid is needed for instant printing.
Personal Vehicles
Roller Skates (Ice Skates)
The basic model that fits on your feet- available in regular or inline varieties. (Ice skates are all the same of course). This allows you to travel at 2x your quickenss normally or 5x when running. This is "driven" usnig the athletics skill, and you may have to make athletics checks involving handling these at high speeds or during hazards, jumps, etc.
Scooters/Skateboards
A skateboard requires an athletics test to use, but allows you to go at 3x your quickness normally or 6x when "running". You must make an athletics (4) test to use regularly, (6) to "run" and may have to make extra checks to avoid hazards. The scooter works the same way except that you need not make athletics checks to keep your balance like you do on the skateboard.
Bicycle
Bicycle includes unicycles, tricicyles, two-person bicycles, etc. They are all used with the athletics (biking) skill. At normal usage "walking" it allows you to go 3x quickness, at full speed you can go at 10x your quickness (athletics tests may be used to increase this just as when running). Unicycles and tandem bikes mayhave more specalized tests. Nice in that they have no fuel, are usually able to be carried, are silent, and easily stowed, and don't require licensing (so its hard to trace to an owner).
Wheelchair
These allow "walking" movement at 1/2 quickness and running at 2x quickness (though hills can increase this). Athletics tests can compensate. Most buildings by law must accomodate these chairs.
Pogo-Stick
Requires athletics (6) tests to use, but these allow a walking speed of 2x quickness, are very light and easy to use. The test must be made every round or you fall off it.
Motorized Personal Vehicles (Requires the new skill Pilot: Personal Vehicles)
Motorized Scooters: Usually go between 20-30 MPH and have handlings of 6. Sometimes can fold down for easy stowing and has excellent gas milage.
Go-Kart: Small vehicle not allowed on most city roads and certainly not on expressways, but can hit speeds up to 40-50mph, usually fairly loud due to 2 cylendar engine, but can fit in the trunk of most full size vehicles. Defaulting to drive is only a +1 Modifier.
Segway: A small vehicle you stand on and lean on to pilot- requires both hands and has no storage space of any kind, and allows for speed up to 15 mph. Fairly manuverable (handling 3). It's easily stowed and hidden and fairly quiet. Some areas ban these on the streets.
Motorized Wheelchair: With top speeds of 10mph and some slight storage capacity, these are the way for the paraplegic to travel in style. Thanks to rigger upgrades some can even go as fast as cars (though the handling sucks) and even quadrapalegics can operate them with datalinks.
Rocket Skates: Able to hit speeds of 20mph, though piloting checks must be made for every turn (handling 6). Very difficult to stop in a hurry (without crashing), but very easy to take off and put on and very small.
The basic model that fits on your feet- available in regular or inline varieties. (Ice skates are all the same of course). This allows you to travel at 2x your quickenss normally or 5x when running. This is "driven" usnig the athletics skill, and you may have to make athletics checks involving handling these at high speeds or during hazards, jumps, etc.
Scooters/Skateboards
A skateboard requires an athletics test to use, but allows you to go at 3x your quickness normally or 6x when "running". You must make an athletics (4) test to use regularly, (6) to "run" and may have to make extra checks to avoid hazards. The scooter works the same way except that you need not make athletics checks to keep your balance like you do on the skateboard.
Bicycle
Bicycle includes unicycles, tricicyles, two-person bicycles, etc. They are all used with the athletics (biking) skill. At normal usage "walking" it allows you to go 3x quickness, at full speed you can go at 10x your quickness (athletics tests may be used to increase this just as when running). Unicycles and tandem bikes mayhave more specalized tests. Nice in that they have no fuel, are usually able to be carried, are silent, and easily stowed, and don't require licensing (so its hard to trace to an owner).
Wheelchair
These allow "walking" movement at 1/2 quickness and running at 2x quickness (though hills can increase this). Athletics tests can compensate. Most buildings by law must accomodate these chairs.
Pogo-Stick
Requires athletics (6) tests to use, but these allow a walking speed of 2x quickness, are very light and easy to use. The test must be made every round or you fall off it.
Motorized Personal Vehicles (Requires the new skill Pilot: Personal Vehicles)
Motorized Scooters: Usually go between 20-30 MPH and have handlings of 6. Sometimes can fold down for easy stowing and has excellent gas milage.
Go-Kart: Small vehicle not allowed on most city roads and certainly not on expressways, but can hit speeds up to 40-50mph, usually fairly loud due to 2 cylendar engine, but can fit in the trunk of most full size vehicles. Defaulting to drive is only a +1 Modifier.
Segway: A small vehicle you stand on and lean on to pilot- requires both hands and has no storage space of any kind, and allows for speed up to 15 mph. Fairly manuverable (handling 3). It's easily stowed and hidden and fairly quiet. Some areas ban these on the streets.
Motorized Wheelchair: With top speeds of 10mph and some slight storage capacity, these are the way for the paraplegic to travel in style. Thanks to rigger upgrades some can even go as fast as cars (though the handling sucks) and even quadrapalegics can operate them with datalinks.
Rocket Skates: Able to hit speeds of 20mph, though piloting checks must be made for every turn (handling 6). Very difficult to stop in a hurry (without crashing), but very easy to take off and put on and very small.
Thursday, December 30, 2010
Who's Game is it Anyway?
Part of creating a character is knowing the style of the campaign before you go into it. Some GM's favor non-standard missions, some may present you with apocalypse scenarios, some might focus on your basic smash & grab missions, some on espionage, some on NPC interaction, some on stealth, while some might force you to make your own missions.
When creating a character, it's very important to think about who the GM is, and his particular play style, to make sure that your character doesn't end up sitting out all the time.
A GM that focuses on "do the right thing" saintly missions may not have as much for a ninja assassin who specalized on harvesting the body parts of his victims to do.
On the other hand, a GM who does a high paranoia kill-or-be-killed campaign is going to have the total pacifist literally sitting out all the time when his teammates are murdering everyone who gives them an awkward eye.
In the existing system, Riggers can pose a big problem, especially if they focus only on driving the car, without any special skills to actually complete missions, you're going to have an awesome driver with nothing to do.
Likewise, even the most detailed aquatic secret-base-building water sprite is going to look pretty foolish when most of the campaign takes place above water. (Or all of it!)
And the ugly cybertroll from hell is going to be sitting around bored every time a mission can be solved by stealth, negotiation, or planning. He may even get bored and start shooting policemen with his sniper rifle for no reason.
When in doubt- make a character that can do anything. That's the best way to get by. If he can stealth when he must, fight when he needs to, talk when it comes up, and break though a door, this guy will always have something to do. The cost of generalization is average rolls. The cost of specialization is almost never being able to make a roll because it doesn't come up.
I've seen campaigns where the best thief in the world with maxed out skills was of little use because it was a Mutants and Masterminds campaign where teleportation trumped opening doors and stealing things every time. I've also seen master merchants waste their potential in a combat-oriented D&D game.
You know who your GM is- you know if he favors magic or melee, combat or concepts, stealth or cynicism... you can build your character to match and have a lot of fun and have plenty of the spotlight, or you can build the character who gets along with no one, fights with the johnsons, and wonders why he's never included in side missions.
The game is there for everyone to have fun. The GM should definately try to accomodate each player. While PvP can be fun too, team cohesion is what makes survival in a game like shadowrun: the dystopian corporate evil game, possible.
Just think about it.
When creating a character, it's very important to think about who the GM is, and his particular play style, to make sure that your character doesn't end up sitting out all the time.
A GM that focuses on "do the right thing" saintly missions may not have as much for a ninja assassin who specalized on harvesting the body parts of his victims to do.
On the other hand, a GM who does a high paranoia kill-or-be-killed campaign is going to have the total pacifist literally sitting out all the time when his teammates are murdering everyone who gives them an awkward eye.
In the existing system, Riggers can pose a big problem, especially if they focus only on driving the car, without any special skills to actually complete missions, you're going to have an awesome driver with nothing to do.
Likewise, even the most detailed aquatic secret-base-building water sprite is going to look pretty foolish when most of the campaign takes place above water. (Or all of it!)
And the ugly cybertroll from hell is going to be sitting around bored every time a mission can be solved by stealth, negotiation, or planning. He may even get bored and start shooting policemen with his sniper rifle for no reason.
When in doubt- make a character that can do anything. That's the best way to get by. If he can stealth when he must, fight when he needs to, talk when it comes up, and break though a door, this guy will always have something to do. The cost of generalization is average rolls. The cost of specialization is almost never being able to make a roll because it doesn't come up.
I've seen campaigns where the best thief in the world with maxed out skills was of little use because it was a Mutants and Masterminds campaign where teleportation trumped opening doors and stealing things every time. I've also seen master merchants waste their potential in a combat-oriented D&D game.
You know who your GM is- you know if he favors magic or melee, combat or concepts, stealth or cynicism... you can build your character to match and have a lot of fun and have plenty of the spotlight, or you can build the character who gets along with no one, fights with the johnsons, and wonders why he's never included in side missions.
The game is there for everyone to have fun. The GM should definately try to accomodate each player. While PvP can be fun too, team cohesion is what makes survival in a game like shadowrun: the dystopian corporate evil game, possible.
Just think about it.
The Best Flaws
I did a post on the worst flaws, now how about the best?
Favors (-1): Someone has done you some favors in the past and now you owe them. Hooray for backstory! Now you have a contact that's not quite a contact, but is likely to be a source for missions!
Day Job (-1 to -3): This should be an edge! You mean I get money to put in some hours somewhere. This should probably be restricted to individuals with SINs or something because you get cash AND build points, and can quit whenever you want!
Hunted/Background Trouble/Enemies/Dark Secret: What a motivation! You need to hide out, you need to do missions to defeat the evil enemy that's been huting you, or every day is a fight to stay alive. Holy mission supply, Batman, the GMs should LOVE these flaws.
Inaptitude (-2): You have to spend 1 of the points you get back buying the actual skill I suppose, but otherwise it's free points so long as you apply it to a skill you're never going to really use anyway. Cheese!
Allergy (Phobia/Intolerance/etc): A GM can spice up any mission just by adding in the thing you're allergic to! It brings depth to missions now that it's sunny out. Of course, if you just cheese it out and take allergy to gold it's kind of weak, but then some critters with the wealth power pay in gold, so maybe even that will come up...
Weirdness/Trouble Magnet (-1/-2): The mission is going too well? They've walked past all your security features with their improved invisibility spells and rutheneum and are about to walk out unschathed? But wait! Someone else is breaking in to steal the same item, and they tripped the alarms! Need a mission hook? The johnson just happens to be the ex-girlfriend who never forgave you for the abortion you made her get. (Weird, huh?) These add tons of fun to any mission. (For more details see the post about this in particular).
Sensitive System (-3, -2 for mages): Double the essence cost of cyberware. The important thing is that it's the exact same cost for mages as bio-rejection. Why ever choose bio rejection? And how much cyberware is your mage going to have anyway? (Whether or not it affects bioware is a GM call)
Dependant (variable): You have someone who shows up and wasters your time, takes your money, and needs your constant care! It's a motivation! It's a mission source! It's a target for your enemies! (It's a chance to use Limit Break!) GMs should love this also!
Astral Impressions (-2): It makes you easier to track astrally. Of course, that will be quite the benefit when you get captured and the other mage has to find you! Everybody wins!
Pacifist/Soft Hearted/Lifesaver: For the GMs who prefer non-evil campaigns, this is just a way of fitting into the campaign world and doing what your team and job will probably prefer anyway.
Amnesia (less than 5), Flashbacks (-4): Great way for a GM to reveal your backstory over time! (If you wrote the backstory yourself that is!)
For those of you who did take special backstory flaws (hunted, enemies, amnesia, etc), the GM should award something special for finally overcoming the flaw through play- perhaps extra karma, or some special RP award. It's not everyday you can finally clear your tarnsihed name!
Favors (-1): Someone has done you some favors in the past and now you owe them. Hooray for backstory! Now you have a contact that's not quite a contact, but is likely to be a source for missions!
Day Job (-1 to -3): This should be an edge! You mean I get money to put in some hours somewhere. This should probably be restricted to individuals with SINs or something because you get cash AND build points, and can quit whenever you want!
Hunted/Background Trouble/Enemies/Dark Secret: What a motivation! You need to hide out, you need to do missions to defeat the evil enemy that's been huting you, or every day is a fight to stay alive. Holy mission supply, Batman, the GMs should LOVE these flaws.
Inaptitude (-2): You have to spend 1 of the points you get back buying the actual skill I suppose, but otherwise it's free points so long as you apply it to a skill you're never going to really use anyway. Cheese!
Allergy (Phobia/Intolerance/etc): A GM can spice up any mission just by adding in the thing you're allergic to! It brings depth to missions now that it's sunny out. Of course, if you just cheese it out and take allergy to gold it's kind of weak, but then some critters with the wealth power pay in gold, so maybe even that will come up...
Weirdness/Trouble Magnet (-1/-2): The mission is going too well? They've walked past all your security features with their improved invisibility spells and rutheneum and are about to walk out unschathed? But wait! Someone else is breaking in to steal the same item, and they tripped the alarms! Need a mission hook? The johnson just happens to be the ex-girlfriend who never forgave you for the abortion you made her get. (Weird, huh?) These add tons of fun to any mission. (For more details see the post about this in particular).
Sensitive System (-3, -2 for mages): Double the essence cost of cyberware. The important thing is that it's the exact same cost for mages as bio-rejection. Why ever choose bio rejection? And how much cyberware is your mage going to have anyway? (Whether or not it affects bioware is a GM call)
Dependant (variable): You have someone who shows up and wasters your time, takes your money, and needs your constant care! It's a motivation! It's a mission source! It's a target for your enemies! (It's a chance to use Limit Break!) GMs should love this also!
Astral Impressions (-2): It makes you easier to track astrally. Of course, that will be quite the benefit when you get captured and the other mage has to find you! Everybody wins!
Pacifist/Soft Hearted/Lifesaver: For the GMs who prefer non-evil campaigns, this is just a way of fitting into the campaign world and doing what your team and job will probably prefer anyway.
Amnesia (less than 5), Flashbacks (-4): Great way for a GM to reveal your backstory over time! (If you wrote the backstory yourself that is!)
For those of you who did take special backstory flaws (hunted, enemies, amnesia, etc), the GM should award something special for finally overcoming the flaw through play- perhaps extra karma, or some special RP award. It's not everyday you can finally clear your tarnsihed name!
Powered Armors
Power Armor
The lighest and most useful of the ridable mechs, powered armor links to your own muscles and does the moving for you, replacing your strength score with it's and providing heavy armor bonuses to you.
The rating of a power armor determines it's STR and QUICK scores (but it still uses your own natural reaction). It can hold cyberware-like weapon mounts and jet packs, optical systems, and similar designs at extra cost.
Your typical power armor is like hardened heavy secuirty armor, takes 20 minutes to take off or put on, and has a battery that lasts 6 hours before recharging. They usually have strength and quickness scores of 10. They are bulky and not-concealable, though they carry their own weight, and can use their strength score for tasks (like carrying thins or wielding melee weapons). They are mostly smartlink 2 equipped when using weapons. Some are rutheneum covered.
Power Mechs
Mainly used by military, these mechs act as powered armors but provide no actual bonus to ballistic ratings (though provide 8 impact and alleviate all falling damage).
Such devices are typically used to wield heavy weapons like rail guns or miniguns by one person, and often have effective strength ratings of 14 or more. These mechs can lift most cars (but not outrun them).
The availability of these are extremely high, and the user suffers perception modifiers from the front and side (though included huds usually show movement in 360 degrees).
These things way 2-3 tons and can fit in the back of a semi truck (by laying or folding) but not in most moving trucks. They make reduclous noise. Certainly not for your average shadowrunner. This is used with the Pilot: Mech skill.
Bot Suit
These limited power suits are used for heavy lifting and mechanical work. They are not combat-specific, and generally have a strength score equal to their rating (normally from 6-12) and are self powered, but use the user's quickness (giving -2 to the quickness score). They are not fast, but instead strong, used to pull cars (in neutral) or lift heavy boxes.
Some provide ballisting and impact armor ratings, usually between 2 and 4.
The lighest and most useful of the ridable mechs, powered armor links to your own muscles and does the moving for you, replacing your strength score with it's and providing heavy armor bonuses to you.
The rating of a power armor determines it's STR and QUICK scores (but it still uses your own natural reaction). It can hold cyberware-like weapon mounts and jet packs, optical systems, and similar designs at extra cost.
Your typical power armor is like hardened heavy secuirty armor, takes 20 minutes to take off or put on, and has a battery that lasts 6 hours before recharging. They usually have strength and quickness scores of 10. They are bulky and not-concealable, though they carry their own weight, and can use their strength score for tasks (like carrying thins or wielding melee weapons). They are mostly smartlink 2 equipped when using weapons. Some are rutheneum covered.
Power Mechs
Mainly used by military, these mechs act as powered armors but provide no actual bonus to ballistic ratings (though provide 8 impact and alleviate all falling damage).
Such devices are typically used to wield heavy weapons like rail guns or miniguns by one person, and often have effective strength ratings of 14 or more. These mechs can lift most cars (but not outrun them).
The availability of these are extremely high, and the user suffers perception modifiers from the front and side (though included huds usually show movement in 360 degrees).
These things way 2-3 tons and can fit in the back of a semi truck (by laying or folding) but not in most moving trucks. They make reduclous noise. Certainly not for your average shadowrunner. This is used with the Pilot: Mech skill.
Bot Suit
These limited power suits are used for heavy lifting and mechanical work. They are not combat-specific, and generally have a strength score equal to their rating (normally from 6-12) and are self powered, but use the user's quickness (giving -2 to the quickness score). They are not fast, but instead strong, used to pull cars (in neutral) or lift heavy boxes.
Some provide ballisting and impact armor ratings, usually between 2 and 4.
Special Techniques
Consequence Reading: (Requires Common Sense Edge)
A character can suggest to the GM a specific course of action and make an Intelligence (4) test. The GM should tell the player what a probable outcome of that action will be. Extra successes equal more detailed info.
Example: The player says "I want to set off a smoke bomb, escape using the fire escape slide, using my knife to cut it behind me so people can't follow me away". He rolls 3 successes on his intelligence test, so the GM says "People may assume there's a fire and try to escape using the slide, be unable to see that it's damaged and fall to their injury or death."
Conversation Trick:
Daffy: It's rabbit season
Bugs: Duck season
Daffy: Rabbit season
Bugs: Rabbit season
Daffy: Duck season!
A conversation trick can trick someone into either revealing something, changing their stated belief, or thinking or taling about a special topic. The player makes an etiquette test opposed by the targets intelligence. If the player is successful, the ploy succeeds, with multiple successes meaning greater success. If the player fails, the ploy fails. If the target gets more than 3 net successes, he detects the attempted ploy and may be bothered by it.
This can be used during mind reading to attempt to trick people into thinking about a given topic.
Example: The party wants to know the location of the target's diary. The player says "So I hear your brother was going through your diary." he makes the opposed test. If successful, the target's eyes dart to her bed quickly. Multiple successes may have her go check the bed immediately to see if the diary is disturbed, thus revealing the diary's location. 3 net successes from the target make her realize the player is trying to trick her into revealing the diary's location.
Cold Reading
This is used to determine things about a person and being able to predict things about them. After a few rounds of conversation with a person, make a knowledge:psychology check opposed by the target's intelligence. You gain can get from a -3 to +3 modifier on the roll depending on how familiar you already are with the target, and how familiar the target is with you. (If you've been spying on him for a week and he just met you, you gain +3 to your roll).
If successful, you can divine things about the target that were not explicitly revealed. (Hey, I bet he uses his daughter's name as his password!) Multiple successes reveal more detailed and relevant items. This can be combined with Holmsing (below)
Holmsing
This is the Sherlock Holmes technique of looking at someone and gaining rediculously detailed information about them. Make a perception test against a TN of 4 and an investigation roll. The perception roll is modified by a person's direct attempts to conceal things. The investigation TN is set by the GM based on the nature of the information gained.
Each success reveals something about the target, which may or may not be relevant. This can aid in cold reading (above).
Example: The player succeeds his perception test and thus gets to make his investigation roll. The GM sets the TN at 6 and the player gets 3 successes. He deduces that the grey dirt on the target's knees indicates he was recently on his knees in a dusty place- most likely Hope Church's graveyard, which has lots of gravel about and has had a poor time growing plants. This means he was likely kneeling at a grave. His left ring finger shows a small indentation which means he was recetly wearing a wedding ring. Perhaps he was kneeling at the grave of a deceased wife. His suit is new and shows little wear, meaning the death may be recent, or he may have recently come into some extra funds.
Grappling
Make an unarmed combat check against a target. If he doesn't dodge, he resists you with strength instead of body. If you have more successes you have grappled him and he is unable to move, draw weapons, etc. While grappling he must succeed at an opposed strength check to draw weapons, or aim firearms (even at you).
Tripping
Make an unarmed combat check against the target. If he doesn't dodge he can resist you with reaction. If he fails he drops prone.
Disarm
Make a melee weapon combat roll against the target, taking the penalty for called shot. If successful, the target resists you with strength. If you get more successes he drops something he was holding. If you are using unarmed combat and you get more than 2 net successes you may choose to be holding the item yourself.
Optic Advantage
You can attempt to make a perception test (TN set by GM) to attempt to use a window, glasses, cybereye, mirror, etc to see what's going on somewhere outside your direct field of view. (For example, reading a person's computer screen off the reflecton on his glasses). Such things should have very high TNs.
Do it Now!
You can attempt to use a negotiation test supplimented by intimidate (or etiquette) to convince someone to do something by creating a special scenario. Intimidate is used if the scenario is bullying, while etiquette is used if the scenario is just annoying. You might try to get past a guard by saying you need to go the bathroom really bad, or lure a guard from his post by telling him that you've run out of toilet paper.
Example: You attempt to get the border guard to stop from checking your ID by pulling out your purse and dropping it, causing all sorts of papers and card to go all over the floor of your car. You act all worried as you start trying to sort through the papers to find your ID. The guard, seeing all the cars piled up behind you, just sends you through, since you look like you're probably fine. In this case, you can use etiquette to suppliment your negotiations.
Example: You attempt to get into a club by demanding that you are the personal assistant to a celebrity who is supposed to appear at the club next week. You are overly demanding and want to make sure everything is perfect, because pop star divas like your client throw fits over everything. As the guard asks for ID and such, you throw fits, get on the phone and pretend to have a conversation, ask the guard for his name, until he starts to get worried and decides to let you pass. In this case, use intimidation to suppliment your negotiate.
Taunt/Distract
The player makes a charisma check opposed by the target's willpower, by shouting things at the target. The player can force the target to take a penalty to his willpower roll if he has specific information to shout at the target (such as if he knows the target's sister is a whore and he shouts about how he was the one who gaver her syphilus, etc).
If the player is successful, the target becomes enraged and "attacks" the player. In regular combat this means targeting the player. Outside of combat it may mean unarmed attacks, arresting the player, or throwing him out of the club, distracting him from other people. Each round (or until the target gets his point across) the target must re-make the willpower roll (with a +1 cumulative bonus each round) to break off of the player, though he may get further bonuses if he notices that this was a ruse. (During a distraction he may get penalties to his perception checks, however).
A character can suggest to the GM a specific course of action and make an Intelligence (4) test. The GM should tell the player what a probable outcome of that action will be. Extra successes equal more detailed info.
Example: The player says "I want to set off a smoke bomb, escape using the fire escape slide, using my knife to cut it behind me so people can't follow me away". He rolls 3 successes on his intelligence test, so the GM says "People may assume there's a fire and try to escape using the slide, be unable to see that it's damaged and fall to their injury or death."
Conversation Trick:
Daffy: It's rabbit season
Bugs: Duck season
Daffy: Rabbit season
Bugs: Rabbit season
Daffy: Duck season!
A conversation trick can trick someone into either revealing something, changing their stated belief, or thinking or taling about a special topic. The player makes an etiquette test opposed by the targets intelligence. If the player is successful, the ploy succeeds, with multiple successes meaning greater success. If the player fails, the ploy fails. If the target gets more than 3 net successes, he detects the attempted ploy and may be bothered by it.
This can be used during mind reading to attempt to trick people into thinking about a given topic.
Example: The party wants to know the location of the target's diary. The player says "So I hear your brother was going through your diary." he makes the opposed test. If successful, the target's eyes dart to her bed quickly. Multiple successes may have her go check the bed immediately to see if the diary is disturbed, thus revealing the diary's location. 3 net successes from the target make her realize the player is trying to trick her into revealing the diary's location.
Cold Reading
This is used to determine things about a person and being able to predict things about them. After a few rounds of conversation with a person, make a knowledge:psychology check opposed by the target's intelligence. You gain can get from a -3 to +3 modifier on the roll depending on how familiar you already are with the target, and how familiar the target is with you. (If you've been spying on him for a week and he just met you, you gain +3 to your roll).
If successful, you can divine things about the target that were not explicitly revealed. (Hey, I bet he uses his daughter's name as his password!) Multiple successes reveal more detailed and relevant items. This can be combined with Holmsing (below)
Holmsing
This is the Sherlock Holmes technique of looking at someone and gaining rediculously detailed information about them. Make a perception test against a TN of 4 and an investigation roll. The perception roll is modified by a person's direct attempts to conceal things. The investigation TN is set by the GM based on the nature of the information gained.
Each success reveals something about the target, which may or may not be relevant. This can aid in cold reading (above).
Example: The player succeeds his perception test and thus gets to make his investigation roll. The GM sets the TN at 6 and the player gets 3 successes. He deduces that the grey dirt on the target's knees indicates he was recently on his knees in a dusty place- most likely Hope Church's graveyard, which has lots of gravel about and has had a poor time growing plants. This means he was likely kneeling at a grave. His left ring finger shows a small indentation which means he was recetly wearing a wedding ring. Perhaps he was kneeling at the grave of a deceased wife. His suit is new and shows little wear, meaning the death may be recent, or he may have recently come into some extra funds.
Grappling
Make an unarmed combat check against a target. If he doesn't dodge, he resists you with strength instead of body. If you have more successes you have grappled him and he is unable to move, draw weapons, etc. While grappling he must succeed at an opposed strength check to draw weapons, or aim firearms (even at you).
Tripping
Make an unarmed combat check against the target. If he doesn't dodge he can resist you with reaction. If he fails he drops prone.
Disarm
Make a melee weapon combat roll against the target, taking the penalty for called shot. If successful, the target resists you with strength. If you get more successes he drops something he was holding. If you are using unarmed combat and you get more than 2 net successes you may choose to be holding the item yourself.
Optic Advantage
You can attempt to make a perception test (TN set by GM) to attempt to use a window, glasses, cybereye, mirror, etc to see what's going on somewhere outside your direct field of view. (For example, reading a person's computer screen off the reflecton on his glasses). Such things should have very high TNs.
Do it Now!
You can attempt to use a negotiation test supplimented by intimidate (or etiquette) to convince someone to do something by creating a special scenario. Intimidate is used if the scenario is bullying, while etiquette is used if the scenario is just annoying. You might try to get past a guard by saying you need to go the bathroom really bad, or lure a guard from his post by telling him that you've run out of toilet paper.
Example: You attempt to get the border guard to stop from checking your ID by pulling out your purse and dropping it, causing all sorts of papers and card to go all over the floor of your car. You act all worried as you start trying to sort through the papers to find your ID. The guard, seeing all the cars piled up behind you, just sends you through, since you look like you're probably fine. In this case, you can use etiquette to suppliment your negotiations.
Example: You attempt to get into a club by demanding that you are the personal assistant to a celebrity who is supposed to appear at the club next week. You are overly demanding and want to make sure everything is perfect, because pop star divas like your client throw fits over everything. As the guard asks for ID and such, you throw fits, get on the phone and pretend to have a conversation, ask the guard for his name, until he starts to get worried and decides to let you pass. In this case, use intimidation to suppliment your negotiate.
Taunt/Distract
The player makes a charisma check opposed by the target's willpower, by shouting things at the target. The player can force the target to take a penalty to his willpower roll if he has specific information to shout at the target (such as if he knows the target's sister is a whore and he shouts about how he was the one who gaver her syphilus, etc).
If the player is successful, the target becomes enraged and "attacks" the player. In regular combat this means targeting the player. Outside of combat it may mean unarmed attacks, arresting the player, or throwing him out of the club, distracting him from other people. Each round (or until the target gets his point across) the target must re-make the willpower roll (with a +1 cumulative bonus each round) to break off of the player, though he may get further bonuses if he notices that this was a ruse. (During a distraction he may get penalties to his perception checks, however).
Leadership
Another one of those skills with limited (if any) direct use is leadership. So let's clean it up.
A character with leadership may take the "commanding" roll in battle. At least once per turn he spends a complex action shouting out orders to his team. "Dave- shoot that guy", "Mark- unlock that door!" etc. He may shoult commands to all his teammates in one complex action.
During this action he may make a leadership test TN 4. For every success he gets on this test, his teammates get +1 die on any check to complete that action, as well as +1 die of combat pool (or tech pool, astral combat pool, or spell pool- reciever's choice) for the rest of the turn- however they only get these bonuses if they are attempting the action that he shouted out to them. (If he says unlock the door, they get no bonus if they instead shoot someone). They need not succeed in the action to get the bonus, but they must spend at least one relevant action attempting it.
This is only useful in combat scenarios, and the orders must be specific. ("Shoot THAT guy" is fine, but not "Start Shooting". "Cover fire" is fine but not "Run Around". "Summon a spirit" is fine but not "cast a spell" (you would need to specify a spell and a target, thoug spirits are specific enough- how many sprits can you summon from where you are anyway?).
The leader may instead attempt to command just one of his allies instead of the ally group as a complex action. He then makes a leadership (8) test. For ever success he lowers the TN of the proposed action by 1. (So if he says "Dave, summon a spirit!" and makes 3 successes, Dave can get a -3 bonus to his TN to summon a spirit!). The player is not aware how many successes the leader has until he makes the test (and thus cannot plan what spirit to summon based on what bonus he has).
This wastes an action for the leader, but allows him to effectively command his troops in battle. A leader can spend all his actions commanding troops and provide tons of bonuses, though individual bonuses overlap and do not stack (he can't benefit from spending more than one phase telling everyone to do the same thing).
A character with leadership may take the "commanding" roll in battle. At least once per turn he spends a complex action shouting out orders to his team. "Dave- shoot that guy", "Mark- unlock that door!" etc. He may shoult commands to all his teammates in one complex action.
During this action he may make a leadership test TN 4. For every success he gets on this test, his teammates get +1 die on any check to complete that action, as well as +1 die of combat pool (or tech pool, astral combat pool, or spell pool- reciever's choice) for the rest of the turn- however they only get these bonuses if they are attempting the action that he shouted out to them. (If he says unlock the door, they get no bonus if they instead shoot someone). They need not succeed in the action to get the bonus, but they must spend at least one relevant action attempting it.
This is only useful in combat scenarios, and the orders must be specific. ("Shoot THAT guy" is fine, but not "Start Shooting". "Cover fire" is fine but not "Run Around". "Summon a spirit" is fine but not "cast a spell" (you would need to specify a spell and a target, thoug spirits are specific enough- how many sprits can you summon from where you are anyway?).
The leader may instead attempt to command just one of his allies instead of the ally group as a complex action. He then makes a leadership (8) test. For ever success he lowers the TN of the proposed action by 1. (So if he says "Dave, summon a spirit!" and makes 3 successes, Dave can get a -3 bonus to his TN to summon a spirit!). The player is not aware how many successes the leader has until he makes the test (and thus cannot plan what spirit to summon based on what bonus he has).
This wastes an action for the leader, but allows him to effectively command his troops in battle. A leader can spend all his actions commanding troops and provide tons of bonuses, though individual bonuses overlap and do not stack (he can't benefit from spending more than one phase telling everyone to do the same thing).
Limit Break!
"This isn't anger... isn't hatred..."- Galuf Halm Baldseion
"Well... my time is almost up. Time to die, everyone!" - Trance Kuja
"I... I can fight! ... I realize we must fight for the future of the children." - Terra Branford
Limit Breaks are a final desperation move for a character who is near death or in a highly emotionally charged state. Such states include direct and real threats against a loved one ("MJ and I, we'll have a hell of a time!"- The Green Goblin) or against something which the character has previously proven to be something of deep emotional connection to the character (the dependant flaw could work, or someone who threatens to destroy the entire world, etc). This can also be used by a character who is at 10 boxes of physical damage.
To use Limit Break!, the character must have at least 3 points of karma pool available. He permanently burns those three points of good karma, and enters Trance Mode
During trance mode, the character can use 1 karma pool for free on EVERY roll. (Basically letting him reroll failures on every roll!) He gains immunity to natural weapons (at double his essence), and gets a -3 bonus to all TNs. He also ignores all wound penalties. He continues this carnage even as he takes overflow boxes of damage. The character cannot be healed during this time, nor can he break off combat.
Naturally this makes the character into a combat monster. He also goes into a berserker style rage, where he must fight to destroy the offending enemy (or all visible enemies), which lasts until the encounter ends (which may be dragged out sligtly in extended foot chase scenes). During any time which the emotional state ends or the encounter ends, the trance ends. (so the trance state cannot be used to chase the enemy in your helicoptor, unless you're crashing the copter into the villain!, nor can it be used to sneak through a facility or disable maglocks- only to recklessly destroy!).
When trance ends: the character collapses from exhaustion (and this is reliant on other PCs to carry them out). If the character had 10+ boxes of physical damage he dies. (If he had a cranial bomb, it detonates!). The character cannot be awakened for 24 hours after collapsing.
Trance can be used in place of hand of god for special way for a charcter to die to save the team or to kill the big bad guy. Since the PC can't break off combat (and can't die!) he affortds the rest of the team a chance to escape (at least), and may do considerable damage on his way out. (Might be better than a TPK!)
"Well... my time is almost up. Time to die, everyone!" - Trance Kuja
"I... I can fight! ... I realize we must fight for the future of the children." - Terra Branford
Limit Breaks are a final desperation move for a character who is near death or in a highly emotionally charged state. Such states include direct and real threats against a loved one ("MJ and I, we'll have a hell of a time!"- The Green Goblin) or against something which the character has previously proven to be something of deep emotional connection to the character (the dependant flaw could work, or someone who threatens to destroy the entire world, etc). This can also be used by a character who is at 10 boxes of physical damage.
To use Limit Break!, the character must have at least 3 points of karma pool available. He permanently burns those three points of good karma, and enters Trance Mode
During trance mode, the character can use 1 karma pool for free on EVERY roll. (Basically letting him reroll failures on every roll!) He gains immunity to natural weapons (at double his essence), and gets a -3 bonus to all TNs. He also ignores all wound penalties. He continues this carnage even as he takes overflow boxes of damage. The character cannot be healed during this time, nor can he break off combat.
Naturally this makes the character into a combat monster. He also goes into a berserker style rage, where he must fight to destroy the offending enemy (or all visible enemies), which lasts until the encounter ends (which may be dragged out sligtly in extended foot chase scenes). During any time which the emotional state ends or the encounter ends, the trance ends. (so the trance state cannot be used to chase the enemy in your helicoptor, unless you're crashing the copter into the villain!, nor can it be used to sneak through a facility or disable maglocks- only to recklessly destroy!).
When trance ends: the character collapses from exhaustion (and this is reliant on other PCs to carry them out). If the character had 10+ boxes of physical damage he dies. (If he had a cranial bomb, it detonates!). The character cannot be awakened for 24 hours after collapsing.
Trance can be used in place of hand of god for special way for a charcter to die to save the team or to kill the big bad guy. Since the PC can't break off combat (and can't die!) he affortds the rest of the team a chance to escape (at least), and may do considerable damage on his way out. (Might be better than a TPK!)
Magical Technology
Mana-Masker
A new development by Avalon corp, the Mana-Masker is a device about the size of Darth Vader's chest plate, which contains microscopic bacterial organisms which are nurtured inside and given various electrical impusles that allow them to simulate emotions.
In game terms, this helps mask an astral signature of an individual or his foci. This device can fool any mechanical way of detecting astral signatures (such as the Shinra PKE but not mages using astral vision). The rating of the device rolls against the rating of the one looking for signatures, and if successful it hides the auras of foci and individuals (but not sustained or quickened spells) on the person. The mana masker must be worn on the outside of the body, and may be apparant to others.
Aura-Bomb
A special kind of grenade by Avalon corp, this sends out sprays of microorganisms into the air in the form of smoke or mist when it detonates. While this does nothing to normal people, anyone astrally perciving (or any machine doing so) will be overloaded with the auras, and be unable to distinguish one aura from another (being effectively blind). What's more, astrally projecting creatures and unmanifested spirits will be unable to move through the effective area due to the life forms everywhere. This is sometimes used to set false alarms with PKE readers, or to hide mages (amongst the mess).
M-Death
This is a special drug which, when injected, temporarily removes all magic from the subject. The subject becomes unable to summon spirits or use magic (though ones already in the field still owe their survices). Their aura is completely surpressed during this time. It takes 6 successes on an assenssing test to realize that the aura viewed is being concealed by drugs, but they cannot tell the true aura or essence/magic scores. This prevents critters from using regeneration and other abilities, but helps them sneak past any form of astral viewing, mechanical or otherwise.
This drug is in very high demand due to its possible weapon use, but Avalon has been very protective in its production, specifically using a method which requires awakened plants so that the drug cannot be easily replicated. It is not really addictive (2, day). This even conceales magical auras on the target (such as active spells and foci).
Ranged Weapon Foci
Avalon finally "perfected" the ranged weapon foci. A projectile weapon (such as a slingshot or bow, but not a firearm or laser weapon) can be imbued as a ranged weapon focus. (Treat it as a weapon with reach +3!). Whenever the weapon is to be fired as a focus, the user's magic is reduced by 1 (meaning that your standard starting mage has 6 shots at best, including misses). When the magic reaches 0, the mage must check for magic loss and all sustained spells and abilities (like astral projection) are lost. The lost magic points restore at 1 per hour. When using this in astral combat, the weapon need not fire "actual" projectiles. The mage may choose to use the weapon without expending magic but it does not act as a weapon focus (for damaging creatures or overcoming regeneration from death) when this is done.
Metamagic: Ranged Focus Expert
With the creation of the Ranged Weapon Focus, Avalon mages developed a metamagic technique which would allow magic only to be lost on a successful hit, not when the shot misses.
Metamagic Ranged Focus Master (requires ranged focus expert)
The most advanced mages have learned how to channel their magic so that only enemies who suffer a wound from the ranged weapon foci cause magic loss to the mage, those who resist the damage completely cause no ill effects to the mage.
Avanlon Emancipator
This taser weapon fires a ray of electrical discharge at a target, doing 5L stun damage. It can hold 20 shots before needing a recharge and is the size of Han's Blaster. Spirits and astrally active creatures take no damage from this specially charged beam. This is not the main use of the device, however. When fired at a device which houses a trapped spirit (such as a mako battery or a spirit trap) the device must make an rating test TN 8. If it has more successes then the person firing the weapon got, it is fine. Otherwise it explodes, causing everyone within 10 meters to resist 10S damage, and the spirt(s) within are freed instantly, who usually flee, but sometimes may attack their prior captors.
Large reactor devices (such as Mako reactors or giant Spirit Trap containment units) usually have special shielding devices rendering them immune or resistant to such handheld devices.
A new development by Avalon corp, the Mana-Masker is a device about the size of Darth Vader's chest plate, which contains microscopic bacterial organisms which are nurtured inside and given various electrical impusles that allow them to simulate emotions.
In game terms, this helps mask an astral signature of an individual or his foci. This device can fool any mechanical way of detecting astral signatures (such as the Shinra PKE but not mages using astral vision). The rating of the device rolls against the rating of the one looking for signatures, and if successful it hides the auras of foci and individuals (but not sustained or quickened spells) on the person. The mana masker must be worn on the outside of the body, and may be apparant to others.
Aura-Bomb
A special kind of grenade by Avalon corp, this sends out sprays of microorganisms into the air in the form of smoke or mist when it detonates. While this does nothing to normal people, anyone astrally perciving (or any machine doing so) will be overloaded with the auras, and be unable to distinguish one aura from another (being effectively blind). What's more, astrally projecting creatures and unmanifested spirits will be unable to move through the effective area due to the life forms everywhere. This is sometimes used to set false alarms with PKE readers, or to hide mages (amongst the mess).
M-Death
This is a special drug which, when injected, temporarily removes all magic from the subject. The subject becomes unable to summon spirits or use magic (though ones already in the field still owe their survices). Their aura is completely surpressed during this time. It takes 6 successes on an assenssing test to realize that the aura viewed is being concealed by drugs, but they cannot tell the true aura or essence/magic scores. This prevents critters from using regeneration and other abilities, but helps them sneak past any form of astral viewing, mechanical or otherwise.
This drug is in very high demand due to its possible weapon use, but Avalon has been very protective in its production, specifically using a method which requires awakened plants so that the drug cannot be easily replicated. It is not really addictive (2, day). This even conceales magical auras on the target (such as active spells and foci).
Ranged Weapon Foci
Avalon finally "perfected" the ranged weapon foci. A projectile weapon (such as a slingshot or bow, but not a firearm or laser weapon) can be imbued as a ranged weapon focus. (Treat it as a weapon with reach +3!). Whenever the weapon is to be fired as a focus, the user's magic is reduced by 1 (meaning that your standard starting mage has 6 shots at best, including misses). When the magic reaches 0, the mage must check for magic loss and all sustained spells and abilities (like astral projection) are lost. The lost magic points restore at 1 per hour. When using this in astral combat, the weapon need not fire "actual" projectiles. The mage may choose to use the weapon without expending magic but it does not act as a weapon focus (for damaging creatures or overcoming regeneration from death) when this is done.
Metamagic: Ranged Focus Expert
With the creation of the Ranged Weapon Focus, Avalon mages developed a metamagic technique which would allow magic only to be lost on a successful hit, not when the shot misses.
Metamagic Ranged Focus Master (requires ranged focus expert)
The most advanced mages have learned how to channel their magic so that only enemies who suffer a wound from the ranged weapon foci cause magic loss to the mage, those who resist the damage completely cause no ill effects to the mage.
Avanlon Emancipator
This taser weapon fires a ray of electrical discharge at a target, doing 5L stun damage. It can hold 20 shots before needing a recharge and is the size of Han's Blaster. Spirits and astrally active creatures take no damage from this specially charged beam. This is not the main use of the device, however. When fired at a device which houses a trapped spirit (such as a mako battery or a spirit trap) the device must make an rating test TN 8. If it has more successes then the person firing the weapon got, it is fine. Otherwise it explodes, causing everyone within 10 meters to resist 10S damage, and the spirt(s) within are freed instantly, who usually flee, but sometimes may attack their prior captors.
Large reactor devices (such as Mako reactors or giant Spirit Trap containment units) usually have special shielding devices rendering them immune or resistant to such handheld devices.
Wednesday, December 29, 2010
Mako Energy
Energy from spiritual sources or "souls", Mako energy has been quite contraversial since its discovery by Shinra Corp. It provides energy which is clean, reliable, portable, and long-lasting, but it is powered by "souls" (and it's status as renewable energy is debateable).
Many Mako battery reactors are powered by captured free spirits, ghosts and spectres, or even live critters (who die during the process).
In game terms, Mako batteries usually cost double or triple what normal batteries do, with an extremely high availability. They generate a small aura (as if a sustained spell), and the batteries will last 10-20 times as long, making them ideal for rutheneum suites or energy weapons. Once the batteries drain, they can only be recharged by replacing the spirit trapped within, either by catching one and using a spirit trap, or by going to a designated Shinra facility and purchasing one. Some free spirits have been known to be powerful enough to have charged batteries which still have not run out!
A few small mako reactors have been created, usually on site to help power Shinra's own corporate buildings. Rumors about them using the "earth's soul" abound, though their spirit fighting equipment and reputation implies that they could easily be powered by strong captured spirits. The effect of draining the earth's soul (if it exists) leads to debates as heated and varied as the global warming debates of the late 20th century. So far, no ill effects have been observed (or at least reported).
Anyone seen with a mako battery seems to be treated as if they had the spirit bane flaw for all spirit types. There has been some debate as to whether this is an evil practice or not, particularly in relation to blood spirits, toxic spirits, and insect spirits.
Many Mako battery reactors are powered by captured free spirits, ghosts and spectres, or even live critters (who die during the process).
In game terms, Mako batteries usually cost double or triple what normal batteries do, with an extremely high availability. They generate a small aura (as if a sustained spell), and the batteries will last 10-20 times as long, making them ideal for rutheneum suites or energy weapons. Once the batteries drain, they can only be recharged by replacing the spirit trapped within, either by catching one and using a spirit trap, or by going to a designated Shinra facility and purchasing one. Some free spirits have been known to be powerful enough to have charged batteries which still have not run out!
A few small mako reactors have been created, usually on site to help power Shinra's own corporate buildings. Rumors about them using the "earth's soul" abound, though their spirit fighting equipment and reputation implies that they could easily be powered by strong captured spirits. The effect of draining the earth's soul (if it exists) leads to debates as heated and varied as the global warming debates of the late 20th century. So far, no ill effects have been observed (or at least reported).
Anyone seen with a mako battery seems to be treated as if they had the spirit bane flaw for all spirit types. There has been some debate as to whether this is an evil practice or not, particularly in relation to blood spirits, toxic spirits, and insect spirits.
Relics of the Faithful
Some objects seem to have taken an almost "awakened" style, based on the beliefs of people and the constant legends surrounding such object. Scholars have wondered if it was some kind of magical placebo effect, something the user is doing instead of the item itself, which seems to be justified when some items don't work for active disbelievers, but then sometimes people are able to manipulate objects without being aware of their history, so the debate rages on.
In shadowrun campaigns, some kind of relic might be the focus of a mission, or a mission may take place near a museum where they can go to ask for a blessing (such as a mission in Jerusalem where they can go to the site of Jesus' birth).
Example Relics:
Jesus Toast: It could be jesus, it could be Mary, it could be toast, it could be wood, but when people flock around a naturally occuring religious icon, it seems like their own prayers are infusing it with the semblance of power. Some people have claimed that the relic has cast the heal spell on them as if it were an anchoring focus using its own skill.
Saint's Remains: The remains of a saint, their burial shroud, their thigh bone, or whatever is sometimes worshipped in its own right, and people have claimed to have diseases cured by touching such a vessel, or by praying before it.
Legendary Weapons: Some legendary weapons (such as Masamune or Excalibur) have been said to act as a weapon focus without the user needing to bond with it, being able to overcome natural weapon immunity and slay regenerators with ease. Of course, with all the frauds out there (and the ability to create your own weapon foci) such claims are hard to verify.
God's Own Items: Whether it be the Holy Grail, the Tablets of Joseph Smith, a thorn from jesus' crown, or a splinter of Noah's Ark, some holy relics have demonstrated magical ability to those who come and touch them or pray to them. Sometimes this comes in the form of a boost or detection magic on behalf of the worshipper. The Catholic Pope's orb is said to act as a sustaining focus, for example, and none of the popes ever needed to bond with it.
Holy Sites: Some locations themselves seem to act as power sites, despite no actual mana lines going through or converging there. The site of Jesus' birth, Stonehenge, the Easter Island Heads, Old Faithful, or the top of Mt. Olympus may be examples of some power sites, empowered by the mysteries and faith of those around them more so than by "measureable" sources.
In shadowrun campaigns, some kind of relic might be the focus of a mission, or a mission may take place near a museum where they can go to ask for a blessing (such as a mission in Jerusalem where they can go to the site of Jesus' birth).
Example Relics:
Jesus Toast: It could be jesus, it could be Mary, it could be toast, it could be wood, but when people flock around a naturally occuring religious icon, it seems like their own prayers are infusing it with the semblance of power. Some people have claimed that the relic has cast the heal spell on them as if it were an anchoring focus using its own skill.
Saint's Remains: The remains of a saint, their burial shroud, their thigh bone, or whatever is sometimes worshipped in its own right, and people have claimed to have diseases cured by touching such a vessel, or by praying before it.
Legendary Weapons: Some legendary weapons (such as Masamune or Excalibur) have been said to act as a weapon focus without the user needing to bond with it, being able to overcome natural weapon immunity and slay regenerators with ease. Of course, with all the frauds out there (and the ability to create your own weapon foci) such claims are hard to verify.
God's Own Items: Whether it be the Holy Grail, the Tablets of Joseph Smith, a thorn from jesus' crown, or a splinter of Noah's Ark, some holy relics have demonstrated magical ability to those who come and touch them or pray to them. Sometimes this comes in the form of a boost or detection magic on behalf of the worshipper. The Catholic Pope's orb is said to act as a sustaining focus, for example, and none of the popes ever needed to bond with it.
Holy Sites: Some locations themselves seem to act as power sites, despite no actual mana lines going through or converging there. The site of Jesus' birth, Stonehenge, the Easter Island Heads, Old Faithful, or the top of Mt. Olympus may be examples of some power sites, empowered by the mysteries and faith of those around them more so than by "measureable" sources.
Improvised Weapons
Sometimes you don't have a weapon. Sometimes you need to deal with the crap you find. Enter the improvised weapons!
Improvised weapons generally deal damage using either unarmed combat skill or whatever is closest to the weapon. Weapons that fit in the palm of the hand (large rocks or broken bottles) used for melee should be unarmed combat. Larger items (pool cues, chairs, etc) should go towards other items (polearms for pool cues). Thrown weapons tend to use the thrown weapon skill.
An improvised item generally uses ballistic armor to resist it. If sharp (broken bottle) it does physical damage, if blunt (big rock) it does stun damage. Going from stun>physical is fine, but it reduces the power of the attack by 1/2.
Most improvised weapons do 1 or 2 points less power than normal (so a chair leg might do [Str-2]L stun). Partiuclarly bulky items (like a whole chair) should take a +1 or +2 TN penalty to their use.
Some basic improvised weapons:
(Str-2)L Stun: Big rock, fire extinquisher, char leg, pool cue (+1 reach), chair (+2 TN), railroad spike.
(Str-1)L Stun: Bike chain (+1 reach), ladder (+2 reach), baseball bat
(Str)L Stun: Tire iron, crowbar
(Str-1)L : Broken bottle, railroad spike, straight razor, sawblade, saw, board with a nail in it
At GMs option, some improvised weapons may have special characteristics (a chair might be held as a shield, dirt might be thrown to blind, etc).
Improvised weapons generally deal damage using either unarmed combat skill or whatever is closest to the weapon. Weapons that fit in the palm of the hand (large rocks or broken bottles) used for melee should be unarmed combat. Larger items (pool cues, chairs, etc) should go towards other items (polearms for pool cues). Thrown weapons tend to use the thrown weapon skill.
An improvised item generally uses ballistic armor to resist it. If sharp (broken bottle) it does physical damage, if blunt (big rock) it does stun damage. Going from stun>physical is fine, but it reduces the power of the attack by 1/2.
Most improvised weapons do 1 or 2 points less power than normal (so a chair leg might do [Str-2]L stun). Partiuclarly bulky items (like a whole chair) should take a +1 or +2 TN penalty to their use.
Some basic improvised weapons:
(Str-2)L Stun: Big rock, fire extinquisher, char leg, pool cue (+1 reach), chair (+2 TN), railroad spike.
(Str-1)L Stun: Bike chain (+1 reach), ladder (+2 reach), baseball bat
(Str)L Stun: Tire iron, crowbar
(Str-1)L : Broken bottle, railroad spike, straight razor, sawblade, saw, board with a nail in it
At GMs option, some improvised weapons may have special characteristics (a chair might be held as a shield, dirt might be thrown to blind, etc).
Archaic Projectile Weapons
Anyone can fire a gun, and it's easy to be a sniper when you're shooting someone from over a kilometer away with a silenced rifle. Archaic weapons help add some flavor (and some advantage) to a typical mission.
Bows: Bows have a distinct advantage over guns: they are silent. In many cases they can be built out of non-metallic materials (not always) and thus be hidden from metallic anomaly scanners. However, their bulk can often compensate for this. Bows cannot benefit from lasers, scopes, or smartlinks.
Firing a bow is a complex action that includes drawing the arrow, and pulling the string. It uses impact armor instead of ballistic armor to determine damage.
Bows do (S+2)M damage base, though some specially designed bows or arrows may increase this (EX ammo is avail for arrows, but it does eliminate the silence benefit). Bows have pistol range.
Crossbows: Crossbows are the fine line between bows and guns. They take a complex action to load, a simple action to shoot, and do flat damage. (Usually 6M, but can be modified by specially made crossbows or bolts). Like bows they can be easily made of non-metallic materials and unlike bows they can be folded up to make the more concealable. They are also silent. Crossbows can benefit from sights and scopes but not smartlinks. Crossbows have pistol range. They also use impact armor instead of ballistic.
While the range is more limited, the ability to work in complete silence can grant a huge advantage to the users of bows and crossbows, and such items are more easily considered "hunting" gear and are thus more available and less likely to draw questions from athority figures, even if you're walking down the street with them (but not drawn and strung of course).
Slingshots: Slingshots are small, easily concealable (8), and can pack a whollop. They do (Str)M damage, and special ammo models can increase this. They are very often made of non-metallic materials, rarely are people questioned for having this (except in termos of curiousity- why does an adult have a kid's toy?) and they are silent. They are also cheap. Their range is as a holdout pistol, and it's a complex action to fire. These cannot benefit from attachments (smartlink, etc)
Blowgun: A small dart is inserted into the blowgun and administered by blowing into the tube very quickly. They are extermely concealable (10), and the darts are often coated with poisons or drugs. The blowgun deals 6L(stun) damage, and this is never scaled up from successes, the extra successes only negate the ability to scale it down. Armor generally blocks these if it has impact ratings above 1, but a called shot can avoid armor rating with these. A wound generally must be taken to administer the poison, but not always if the poison is contact. These cannot benefit from attachments.
Launcher: Takes three people to use, this is a bit of rubber or elastic, each end held by two people while the third pulls back on the string and launches a missile (such as a grenade, molotov cocktail, water balloon, etc) a long distance with complete silence. Each "holder" must make a strength check TN 4 to keep steady while the launcher can fire at grenade launcher ranges. The impact does no damage, but typically the explosive detonates on impact (cooking during flight). If fired directly at a target at point blank range it is resisted with impact armor and does (Str+4)L(stun) damage. These are cheap and ultra-concealable (12).
Weapons above use the Projectile Weapon (quickness) active skill, which is grouped with thrown weapons.
Bows: Bows have a distinct advantage over guns: they are silent. In many cases they can be built out of non-metallic materials (not always) and thus be hidden from metallic anomaly scanners. However, their bulk can often compensate for this. Bows cannot benefit from lasers, scopes, or smartlinks.
Firing a bow is a complex action that includes drawing the arrow, and pulling the string. It uses impact armor instead of ballistic armor to determine damage.
Bows do (S+2)M damage base, though some specially designed bows or arrows may increase this (EX ammo is avail for arrows, but it does eliminate the silence benefit). Bows have pistol range.
Crossbows: Crossbows are the fine line between bows and guns. They take a complex action to load, a simple action to shoot, and do flat damage. (Usually 6M, but can be modified by specially made crossbows or bolts). Like bows they can be easily made of non-metallic materials and unlike bows they can be folded up to make the more concealable. They are also silent. Crossbows can benefit from sights and scopes but not smartlinks. Crossbows have pistol range. They also use impact armor instead of ballistic.
While the range is more limited, the ability to work in complete silence can grant a huge advantage to the users of bows and crossbows, and such items are more easily considered "hunting" gear and are thus more available and less likely to draw questions from athority figures, even if you're walking down the street with them (but not drawn and strung of course).
Slingshots: Slingshots are small, easily concealable (8), and can pack a whollop. They do (Str)M damage, and special ammo models can increase this. They are very often made of non-metallic materials, rarely are people questioned for having this (except in termos of curiousity- why does an adult have a kid's toy?) and they are silent. They are also cheap. Their range is as a holdout pistol, and it's a complex action to fire. These cannot benefit from attachments (smartlink, etc)
Blowgun: A small dart is inserted into the blowgun and administered by blowing into the tube very quickly. They are extermely concealable (10), and the darts are often coated with poisons or drugs. The blowgun deals 6L(stun) damage, and this is never scaled up from successes, the extra successes only negate the ability to scale it down. Armor generally blocks these if it has impact ratings above 1, but a called shot can avoid armor rating with these. A wound generally must be taken to administer the poison, but not always if the poison is contact. These cannot benefit from attachments.
Launcher: Takes three people to use, this is a bit of rubber or elastic, each end held by two people while the third pulls back on the string and launches a missile (such as a grenade, molotov cocktail, water balloon, etc) a long distance with complete silence. Each "holder" must make a strength check TN 4 to keep steady while the launcher can fire at grenade launcher ranges. The impact does no damage, but typically the explosive detonates on impact (cooking during flight). If fired directly at a target at point blank range it is resisted with impact armor and does (Str+4)L(stun) damage. These are cheap and ultra-concealable (12).
Weapons above use the Projectile Weapon (quickness) active skill, which is grouped with thrown weapons.
Knowledge: Trivia
The knowledge: trivia is a background knowledge skill which represents your character keeping up on things that may or may not even matter. He watches Jeopardy, remembers what actors were in what movies, knows a bunch of old commercial Jingles.
The knowledge: trivia is designed to act as the "bardic" knowledge so that people with strong ranks in this have a chance (albeit small) to happen to have heard something about any topic, guaranteeing its relevance.
The TN for knowledge:trivia is 4 higher than for the appropriate knowledge. (So TN6 check for knowledge metahumans is TN 10 for knowledge:trivia). The college education edge lowers this to 2 higher. This is not a "penalty" so cannot be offset by other items that decrease "penalites". It is a knowledge skill, so effects that increase dice on knowledge skills increase this roll also. Aptitude may apply to this also.
If you have both the knowledge: trivia AND the relevant knowledge skill, you may use knowledge:trivia as a suppliment to the valid knowledge skill at no further penalty. (So if you have knowledge: trivia 6 and knowledge: gang id 6, and you must roll on gang ID, you may use your trivia as a flat suppliment).
Active Trivia: Sometimes the GM may call for a knowledge: trivia check specifically. In this case the TN is not increased by anything, and the character may defualt to intelligence as normal.
Defaulting: While it's true that using knowledge trivia is usually as bad as defaulting to an attribute, the TNs are not limited, so you can make a knowledge: trivia check for TNs higher than 10 (though the TN might be unreachable for you). You cannot default to intelligence for knowledge: trivia, and it has no specializations.
Oops: This skill is easier to "oops" on. Rolling 0 successes on this counts as an oops- and may reveal skewed or misleading information (or false info). For example, you might remember a movie where they broke into a safe by filling it with water, which wouldn't work in real life.
Relevant Edges:
College Education lowers the TN modifier for defaulting to Know:Trivia to 2.
Photographic Memory gives +1 die to knowledge:trivia checks.
Common Sense removes the easier to oops rule, and uses the normal oops rules for this skill.
The knowledge: trivia is designed to act as the "bardic" knowledge so that people with strong ranks in this have a chance (albeit small) to happen to have heard something about any topic, guaranteeing its relevance.
The TN for knowledge:trivia is 4 higher than for the appropriate knowledge. (So TN6 check for knowledge metahumans is TN 10 for knowledge:trivia). The college education edge lowers this to 2 higher. This is not a "penalty" so cannot be offset by other items that decrease "penalites". It is a knowledge skill, so effects that increase dice on knowledge skills increase this roll also. Aptitude may apply to this also.
If you have both the knowledge: trivia AND the relevant knowledge skill, you may use knowledge:trivia as a suppliment to the valid knowledge skill at no further penalty. (So if you have knowledge: trivia 6 and knowledge: gang id 6, and you must roll on gang ID, you may use your trivia as a flat suppliment).
Active Trivia: Sometimes the GM may call for a knowledge: trivia check specifically. In this case the TN is not increased by anything, and the character may defualt to intelligence as normal.
Defaulting: While it's true that using knowledge trivia is usually as bad as defaulting to an attribute, the TNs are not limited, so you can make a knowledge: trivia check for TNs higher than 10 (though the TN might be unreachable for you). You cannot default to intelligence for knowledge: trivia, and it has no specializations.
Oops: This skill is easier to "oops" on. Rolling 0 successes on this counts as an oops- and may reveal skewed or misleading information (or false info). For example, you might remember a movie where they broke into a safe by filling it with water, which wouldn't work in real life.
Relevant Edges:
College Education lowers the TN modifier for defaulting to Know:Trivia to 2.
Photographic Memory gives +1 die to knowledge:trivia checks.
Common Sense removes the easier to oops rule, and uses the normal oops rules for this skill.
Player-Made Missions
Not all missions must be Johnson bringing you in to go on a special run for them. Sometimes the month is coming up, rent's coming due, and the players need some kind of payday. Here's some ways players can come up with their own missions.
Mugging:
Players looking for a quick couple bucks could go on simple muggings to get some cash, but we're talking about cash in the $100s here, probably not much of a payday.
Robbery:
Planning a robbery of a store, bank, armored car, jewelry store, or other facility can be a fun way to make that payday without having any johnson to answer to. Usually these are difficult missions, but since they aren't dealing with "the most advanced development in the X field" or anything, security isn't as tight as they're probably used to. Deckery-style robberies should be made into full missions in the same sense.
Con Job:
Getting a bunch of PCs together to pull a crazy con job can be fun too. GM: don't be tempted to make people act smarter than they should- people believe what they WANT to believe, and the two biggest motivators are GREED and FEAR.
Shipments:
Finding a shipment of weapons, drugs, etc to break up makes for a straightforward gang-style mission full of shooting and looting, and in the end they can get some guns, some drugs, or some crap to sell for money.
Prison Break:
Sometimes people get caught and it's up to the other PCs to break them out of jail. This can be a very difficult but rewarding mission that builds teamwork and trust between members, though it can greatly increase wanted levels (especially if they're using lethal force).
Elimination:
Whether it's a witness, a nosy detective, a loudmouth reporter, or whatever, sometimes a mission or identity is close to being compromised and you need to shut someone up. This can be as simple as a bullet, beating, or threat, or as complicated as getting them a better job further away which makes them forget all about their business here.
Just some ways to break the old formula of Meeting-Mission-Meeting.
Mugging:
Players looking for a quick couple bucks could go on simple muggings to get some cash, but we're talking about cash in the $100s here, probably not much of a payday.
Robbery:
Planning a robbery of a store, bank, armored car, jewelry store, or other facility can be a fun way to make that payday without having any johnson to answer to. Usually these are difficult missions, but since they aren't dealing with "the most advanced development in the X field" or anything, security isn't as tight as they're probably used to. Deckery-style robberies should be made into full missions in the same sense.
Con Job:
Getting a bunch of PCs together to pull a crazy con job can be fun too. GM: don't be tempted to make people act smarter than they should- people believe what they WANT to believe, and the two biggest motivators are GREED and FEAR.
Shipments:
Finding a shipment of weapons, drugs, etc to break up makes for a straightforward gang-style mission full of shooting and looting, and in the end they can get some guns, some drugs, or some crap to sell for money.
Prison Break:
Sometimes people get caught and it's up to the other PCs to break them out of jail. This can be a very difficult but rewarding mission that builds teamwork and trust between members, though it can greatly increase wanted levels (especially if they're using lethal force).
Elimination:
Whether it's a witness, a nosy detective, a loudmouth reporter, or whatever, sometimes a mission or identity is close to being compromised and you need to shut someone up. This can be as simple as a bullet, beating, or threat, or as complicated as getting them a better job further away which makes them forget all about their business here.
Just some ways to break the old formula of Meeting-Mission-Meeting.
Tuesday, December 28, 2010
Your Family
A shadowrunner's family can mean a lot of things. It can be a dependant (as in the flaw), it can be a source of contacts (or a pirate family edge), or it can be a complication. It should be all of the above.
First of all, is your family still alive? Many PCs take the easy route and say no, they're all dead. But I'll have some possibilities here for GMs and PCs for the players to leech off their families.
Benefits
Contacts: Your family is easier to maintain as a contact, always accepting time as a method of payment. They can still be level 1 contacts (cousins and such), though parents and sibligns are usually level 2 or 3.
Favors: Family will eventually cut you off, but is usually willing to help you out, whether it's for a free squatter (or better) lifestyle as you live at their house, or even with some small short term loans to help you get by with the rent.
Missions: Families might (on purpose or not) provide missions for you. Perhaps you hear a rumor from your sister you want to follow up on, or your dad just "wishes someone would take care of that barking dog next door". Maybe your family supports your shadowrunning or does it themselves and they can provide advice or actual missions to go expore, or even introduce you to their johnsons. (Bring your daughter to work day is very popular in the shadowrunning community- she's Daddy's little Assassin!).
Complications
Favors: Families need (and expect) favors like anyone else, and this can be inconveniences (they borrowed your car without asking), nuisances (they dropped by your house while the mob was there) or missions (they need help getting their house out of foreclosure).
Leverage: If bad guys can't get at you, sometimes your family may be easier to find and get at. Especially if they're unaware of your past.
True Lies: Keeping your shadowrunner identity hidden from your family (especially wives and children) can be a fun level to the game, and put extra pressure on you to not get arrested. (I'm talking to you Dexter Morgan!).
Immersion: Having family characters show up and BS every once in a while can add immersion to the campaign (especially when another PC starts dating your sister and you need to have that "talk"- with bullets!).
Another one of those things that gets often ignored by PCs and GMs alike.
First of all, is your family still alive? Many PCs take the easy route and say no, they're all dead. But I'll have some possibilities here for GMs and PCs for the players to leech off their families.
Benefits
Contacts: Your family is easier to maintain as a contact, always accepting time as a method of payment. They can still be level 1 contacts (cousins and such), though parents and sibligns are usually level 2 or 3.
Favors: Family will eventually cut you off, but is usually willing to help you out, whether it's for a free squatter (or better) lifestyle as you live at their house, or even with some small short term loans to help you get by with the rent.
Missions: Families might (on purpose or not) provide missions for you. Perhaps you hear a rumor from your sister you want to follow up on, or your dad just "wishes someone would take care of that barking dog next door". Maybe your family supports your shadowrunning or does it themselves and they can provide advice or actual missions to go expore, or even introduce you to their johnsons. (Bring your daughter to work day is very popular in the shadowrunning community- she's Daddy's little Assassin!).
Complications
Favors: Families need (and expect) favors like anyone else, and this can be inconveniences (they borrowed your car without asking), nuisances (they dropped by your house while the mob was there) or missions (they need help getting their house out of foreclosure).
Leverage: If bad guys can't get at you, sometimes your family may be easier to find and get at. Especially if they're unaware of your past.
True Lies: Keeping your shadowrunner identity hidden from your family (especially wives and children) can be a fun level to the game, and put extra pressure on you to not get arrested. (I'm talking to you Dexter Morgan!).
Immersion: Having family characters show up and BS every once in a while can add immersion to the campaign (especially when another PC starts dating your sister and you need to have that "talk"- with bullets!).
Another one of those things that gets often ignored by PCs and GMs alike.
The Optical Mage
Magic is targed through optics, meaning that one can use mirrors to help target spells. This lead to a lot of experimentation with fiberoptics and mirrors, and this is some of what the mage came up with.
Fiberoptic Goggles: Goggles with bendable, posable wires that extend up to 3' from the user's face, allowing them to look under doors, around corners, into cars, etc. Great for shooting around corners, however it provides complete blindness to all other things other than what the mage is looking at as the fiber optic lens takes up the full field of vision (like binoculars). It requires a complex action to aim such devices, and they have +5 to their stealth to avoid being seen by others. A mage cannot target you by seeing your goggles cord.
The Dental Mirror:
A dental mirror allows reflection, but it takes a complex action to aim and provides a +2 visibility modifier. The mirrors have +5 stealth to avoid being seen. A mage takes a +5 visibility modifier to target you back through your dental mirror.
Hand Mirror:
The hand mirror can be aimed as a simple action, and provides only a +1 visibility modifer to spells targed within. They have a +3 stealth to avoid being seen. A mage takes a +3 visibility modifier to target you back using your own mirror.
Periscope Goggles:
These are nice in that they can be aimed with a non-action as part of the looking around. Like fiberoptic goggles they provide blindness to all other directions (damn my lack of periphial vision!), and they have a very limited field of view. They have +2 to stealth to avoid being seen. A mage takes a +8 visibility modifier to target you back through your own persicope goggles.
Split Vision Method:
This involves one of the above methods with another eye either closed, or open, splitting your vision amidst 2 different directions. This allows you the benefits of the special vision (periscope, fiber optics), but provides a +3 TN modifier to all perception tests since you're trying to focus on 2 things at once. At least you aren't otherwise blinded.
Double Vision Method:
This involves using your actual vision to taget and supplimental vision to see other dangers. For example, you might use your fiber optic cables to view what's going on behind you (by wrapping them around your head) and then use ultrasound vision to be aware of other dangers. You may only target spells via your optical vision, but may use your alternate vision to do other tests, with only a +1 TN modifier due to the split vision. The difficulty here comes in getting multiple forms of vision that doesn't involve your eyes, though it may be possible.
Fiberoptic Goggles: Goggles with bendable, posable wires that extend up to 3' from the user's face, allowing them to look under doors, around corners, into cars, etc. Great for shooting around corners, however it provides complete blindness to all other things other than what the mage is looking at as the fiber optic lens takes up the full field of vision (like binoculars). It requires a complex action to aim such devices, and they have +5 to their stealth to avoid being seen by others. A mage cannot target you by seeing your goggles cord.
The Dental Mirror:
A dental mirror allows reflection, but it takes a complex action to aim and provides a +2 visibility modifier. The mirrors have +5 stealth to avoid being seen. A mage takes a +5 visibility modifier to target you back through your dental mirror.
Hand Mirror:
The hand mirror can be aimed as a simple action, and provides only a +1 visibility modifer to spells targed within. They have a +3 stealth to avoid being seen. A mage takes a +3 visibility modifier to target you back using your own mirror.
Periscope Goggles:
These are nice in that they can be aimed with a non-action as part of the looking around. Like fiberoptic goggles they provide blindness to all other directions (damn my lack of periphial vision!), and they have a very limited field of view. They have +2 to stealth to avoid being seen. A mage takes a +8 visibility modifier to target you back through your own persicope goggles.
Split Vision Method:
This involves one of the above methods with another eye either closed, or open, splitting your vision amidst 2 different directions. This allows you the benefits of the special vision (periscope, fiber optics), but provides a +3 TN modifier to all perception tests since you're trying to focus on 2 things at once. At least you aren't otherwise blinded.
Double Vision Method:
This involves using your actual vision to taget and supplimental vision to see other dangers. For example, you might use your fiber optic cables to view what's going on behind you (by wrapping them around your head) and then use ultrasound vision to be aware of other dangers. You may only target spells via your optical vision, but may use your alternate vision to do other tests, with only a +1 TN modifier due to the split vision. The difficulty here comes in getting multiple forms of vision that doesn't involve your eyes, though it may be possible.
Grenades!
Porcupine Grenade-
This grenade blasts forth with long quills in all directions when it explodes. Anyone cought in the area taks 11S ranged damage, though ballistic armor applies.
Instaboom-
This grenade doesn't cook- it reacts to impact, so it explodes immediately upon landing. However, the thrower must succeed at a thrown weapons (6) test just to make sure it doesn't explode during the throw. Cost: 2x standard grenade.
Latcher-
This grenade has a sticky substance that causes it to never scatter- it sticks on people, walls, ceilings, cars, etc and explodes normally. It cannot be quick-drawn however, since it must be taken out of it's protective coating for the sticky surface to be apparant. A str (4) check can pick up the grenade, but it can't be thrown, but you can run out with it (or something it's stuck to) if you're quick enough. Cost: 2x standard grenade.
EMP-
This grenade explodes with an electromagnetic pulse that attempts to disable electronic devices in the area. When it explodes, all electronic devices within 10 meters must make an opposed test using their rating against the rating of the EMP grenade. Each net success on the part of the grenade disables the device for 1 minute. Cyberware is unaffected.
Shrieker-
This grenade detonated with a large shriek. Glass objects must make a body (6) test or shatter, and the sound can be heard from far away. Smoke grenades thrown in this way continue to shriek as the smoke comes out, obscuring hearing tests.
Inker-
This grenade explodes with ink, paint, or some other colored fluid. This can be done to vandalize (as it renders computer screens mostly illegible) but it can also foil rutheneum and other stealthy colored outfits, or aid in chase scenes (Target is purple, repeat purple!). The ink is almost always a day long procedure to completely rub off, and might be ultraviolet, so it's viewable only to special visions.
This grenade blasts forth with long quills in all directions when it explodes. Anyone cought in the area taks 11S ranged damage, though ballistic armor applies.
Instaboom-
This grenade doesn't cook- it reacts to impact, so it explodes immediately upon landing. However, the thrower must succeed at a thrown weapons (6) test just to make sure it doesn't explode during the throw. Cost: 2x standard grenade.
Latcher-
This grenade has a sticky substance that causes it to never scatter- it sticks on people, walls, ceilings, cars, etc and explodes normally. It cannot be quick-drawn however, since it must be taken out of it's protective coating for the sticky surface to be apparant. A str (4) check can pick up the grenade, but it can't be thrown, but you can run out with it (or something it's stuck to) if you're quick enough. Cost: 2x standard grenade.
EMP-
This grenade explodes with an electromagnetic pulse that attempts to disable electronic devices in the area. When it explodes, all electronic devices within 10 meters must make an opposed test using their rating against the rating of the EMP grenade. Each net success on the part of the grenade disables the device for 1 minute. Cyberware is unaffected.
Shrieker-
This grenade detonated with a large shriek. Glass objects must make a body (6) test or shatter, and the sound can be heard from far away. Smoke grenades thrown in this way continue to shriek as the smoke comes out, obscuring hearing tests.
Inker-
This grenade explodes with ink, paint, or some other colored fluid. This can be done to vandalize (as it renders computer screens mostly illegible) but it can also foil rutheneum and other stealthy colored outfits, or aid in chase scenes (Target is purple, repeat purple!). The ink is almost always a day long procedure to completely rub off, and might be ultraviolet, so it's viewable only to special visions.
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).
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).
Panic!
I've heard this several times: "I push the panic button."
This usually happens when people are either in over their heads in combats (i.e. getting their asses handed to them), or are attempting to flee the scene (usually unsuccessfully because they're being pursued by helicopters or being trapped on the roof or something) or when they're about to blow the mission for some reason (just been detected, set off the alarms, etc).
What the PC is saying is "NPCs please save us." This may indicate that they are calling their employers or buddies for help. Sometimes this is a group decision, sometimes this is one player who can't think of anything else. This should be explored.
1) How does one push the panic button?
First- who are you calling? How are you calling them? If you're jumping on a cell phone or radio you should know that such conversations may be monitored, meaning that you may be putting whoever you're calling at risk just by making the call. At the very least when you're captured their number will be on the recent call list.
Secondly, who will help you? A shadowrunner is supposed to be a deniable asset, not a government agent. Shadowrunners are sent by a company that cannot or will not send official support- they sure as hell aren't about to go bail you out.
That being said, let's look at a scenario when you CAN call for emergency backup, and the consequences thereof.
2) Who do you call and how can they help?
This isn't D&D: there are no teleporters to zip in and save you. Even if you call someone for help, the most they might be able to do is to run to your house and get rid of all your porn before your mom sees it. Seriously, they can send a car, but if you're inside the building what are they supposed to do, send a rescue team?
If you get away, maybe they can send cars, or a helicopter to pick you up. Such things should be an hour away AT LEAST (maybe more) unless you're working in the same city, but even still the prep time should stop next round rescues. Perhaps if you're arrested they can get lawyers for you, but you're probably loaded with illegal foci and cyberware and weapons, so you're probably better off having the runners who did escape stage a jailbreak.
3) So they did help you, now what?
Okay, let's say you called for help- the helicoptor came and pulled you off the roof or something and now you're away. How pissed are they? First of all, did you complete your mission at all? If stealth was any part of it, probably not. If it was an assassination mission, or a theft mission and you completed the primary goal, at least there's that.
Most employers should consider your rescue to be your pay (or the whole group's pay!), not paying you anything on a successful mission. On an unsuccessful mission they should be very pissed and demand compensation, either in terms of another mission or flat cash. Maybe they demand you try again, regardless of the heightened securty and new danger. They aren't doing this for your health, you know!
If it was contacts that saved you, this counts as a major favor, which requires you to do a major favor back to them at their request or risk losing the contact forever. If I saved your life, then you wouldn't help me move out of my apartment, we would no longer be friends I guarantee you.
As far as experience goes, this is essentially an instance of a failed mission. Even if the goal was accomplished, it seems like you were about to die or get captured if not for that panic button. GMs should consider awarding 1/2 (or no!) karma for such a failed mission. If the mission was successful even if the player died (such as the other PCs got away with the stolen merchandise and only the panicked character got screwed) he might consider this penalty only for that character. If the party wants full karma, they should go back to save their comrade (or put a bullet in his head and finish the job!).
In genaral, a Panic! button situation should only be usable in realist situations, the GM should not be afrad to kill characters (or TPK) if shit happens.
This usually happens when people are either in over their heads in combats (i.e. getting their asses handed to them), or are attempting to flee the scene (usually unsuccessfully because they're being pursued by helicopters or being trapped on the roof or something) or when they're about to blow the mission for some reason (just been detected, set off the alarms, etc).
What the PC is saying is "NPCs please save us." This may indicate that they are calling their employers or buddies for help. Sometimes this is a group decision, sometimes this is one player who can't think of anything else. This should be explored.
1) How does one push the panic button?
First- who are you calling? How are you calling them? If you're jumping on a cell phone or radio you should know that such conversations may be monitored, meaning that you may be putting whoever you're calling at risk just by making the call. At the very least when you're captured their number will be on the recent call list.
Secondly, who will help you? A shadowrunner is supposed to be a deniable asset, not a government agent. Shadowrunners are sent by a company that cannot or will not send official support- they sure as hell aren't about to go bail you out.
That being said, let's look at a scenario when you CAN call for emergency backup, and the consequences thereof.
2) Who do you call and how can they help?
This isn't D&D: there are no teleporters to zip in and save you. Even if you call someone for help, the most they might be able to do is to run to your house and get rid of all your porn before your mom sees it. Seriously, they can send a car, but if you're inside the building what are they supposed to do, send a rescue team?
If you get away, maybe they can send cars, or a helicopter to pick you up. Such things should be an hour away AT LEAST (maybe more) unless you're working in the same city, but even still the prep time should stop next round rescues. Perhaps if you're arrested they can get lawyers for you, but you're probably loaded with illegal foci and cyberware and weapons, so you're probably better off having the runners who did escape stage a jailbreak.
3) So they did help you, now what?
Okay, let's say you called for help- the helicoptor came and pulled you off the roof or something and now you're away. How pissed are they? First of all, did you complete your mission at all? If stealth was any part of it, probably not. If it was an assassination mission, or a theft mission and you completed the primary goal, at least there's that.
Most employers should consider your rescue to be your pay (or the whole group's pay!), not paying you anything on a successful mission. On an unsuccessful mission they should be very pissed and demand compensation, either in terms of another mission or flat cash. Maybe they demand you try again, regardless of the heightened securty and new danger. They aren't doing this for your health, you know!
If it was contacts that saved you, this counts as a major favor, which requires you to do a major favor back to them at their request or risk losing the contact forever. If I saved your life, then you wouldn't help me move out of my apartment, we would no longer be friends I guarantee you.
As far as experience goes, this is essentially an instance of a failed mission. Even if the goal was accomplished, it seems like you were about to die or get captured if not for that panic button. GMs should consider awarding 1/2 (or no!) karma for such a failed mission. If the mission was successful even if the player died (such as the other PCs got away with the stolen merchandise and only the panicked character got screwed) he might consider this penalty only for that character. If the party wants full karma, they should go back to save their comrade (or put a bullet in his head and finish the job!).
In genaral, a Panic! button situation should only be usable in realist situations, the GM should not be afrad to kill characters (or TPK) if shit happens.
Learning Something
Sometimes the party needs a clue, a lead, or something to go on in order to track down the enemy, to solve the case, or whatever.
What I've seen is that groups tend to rely on 1 or 2 methods they're used to, then tend to get lost, forgetting what else can be done. Hopefully this will help them.
Computers: Using a computer to search out the matrix is a great way to learn where someone is or more about him. It can also help find out about special events or dates.
Beat the Streets: Sometimes you need to gather information about a topic by going around and asking people on the streets. This is a use of etiquette or gather information if you want to make a new skill for it. The TN is based on the area you're asking and the level of information (asking people on the streets about the events in a corporate meeting is pretty tough, but easier if you ask around that corporation's break room).
Investigate the Scene: Searching a crime scene is important if you want to learn things about what happened. I suggest creating the intelligence based skill: Investigate in order to search for and analyze clues. They can provide leads. When in doubt- re-check the crime scene. This can also mean breaking into a home or office for clues.
Magic: Psychomancy(metamagic), Astral Tracking, Divining (metamagic), Search (spirit power), Mind read (spell), Detect Lie (spell), Assensing- these can all reveal information about people or places and what happened and perhaps provide clues into what to do next.
Knowledge: Having the relevant knowledge skill is always useful. I suggest making a knowledge: triva type of skill that has a higher TN (+4) but is almost always relevant in a situation, or that can suppliment any other knowledge skill roll. Knowing that what you're looking at may be involved in Moloch worshippers makes those few points in knowledge:fringe cults worth it and makes the mission a bit easier.
Contacts: Have contacts who know things instead of just sources to buy cheap equipment. It helps. You might have to call in some favors sometimes, but it's worth it.
Stakeout: When cops are out of ideas they stakeout a suspect. Use your surveillance equipment and watch him for a while (all day maybe)- perhaps even on the astral, and see what he's up to. He might just lead you to the clues you need!
Go with your Gut: Hey, are you a Lone Star officer? No! You're a shadowrunner. Maybe you should just take a chance and jump that guy. He's probably guilty! It's not like you have to worry about preponderance of evidence or something like that. If you make a mistake, try again! :)
Of course, you could just snipe out cops from the roof or steal semi-trucks and blast through civilians with it in an attempt to trigger the next cut-scene, but is that really going to help?
What I've seen is that groups tend to rely on 1 or 2 methods they're used to, then tend to get lost, forgetting what else can be done. Hopefully this will help them.
Computers: Using a computer to search out the matrix is a great way to learn where someone is or more about him. It can also help find out about special events or dates.
Beat the Streets: Sometimes you need to gather information about a topic by going around and asking people on the streets. This is a use of etiquette or gather information if you want to make a new skill for it. The TN is based on the area you're asking and the level of information (asking people on the streets about the events in a corporate meeting is pretty tough, but easier if you ask around that corporation's break room).
Investigate the Scene: Searching a crime scene is important if you want to learn things about what happened. I suggest creating the intelligence based skill: Investigate in order to search for and analyze clues. They can provide leads. When in doubt- re-check the crime scene. This can also mean breaking into a home or office for clues.
Magic: Psychomancy(metamagic), Astral Tracking, Divining (metamagic), Search (spirit power), Mind read (spell), Detect Lie (spell), Assensing- these can all reveal information about people or places and what happened and perhaps provide clues into what to do next.
Knowledge: Having the relevant knowledge skill is always useful. I suggest making a knowledge: triva type of skill that has a higher TN (+4) but is almost always relevant in a situation, or that can suppliment any other knowledge skill roll. Knowing that what you're looking at may be involved in Moloch worshippers makes those few points in knowledge:fringe cults worth it and makes the mission a bit easier.
Contacts: Have contacts who know things instead of just sources to buy cheap equipment. It helps. You might have to call in some favors sometimes, but it's worth it.
Stakeout: When cops are out of ideas they stakeout a suspect. Use your surveillance equipment and watch him for a while (all day maybe)- perhaps even on the astral, and see what he's up to. He might just lead you to the clues you need!
Go with your Gut: Hey, are you a Lone Star officer? No! You're a shadowrunner. Maybe you should just take a chance and jump that guy. He's probably guilty! It's not like you have to worry about preponderance of evidence or something like that. If you make a mistake, try again! :)
Of course, you could just snipe out cops from the roof or steal semi-trucks and blast through civilians with it in an attempt to trigger the next cut-scene, but is that really going to help?
Psionics
An alternate approach to psionics:
Psions are a group of magically endowed individuals who follow neither totem, nor hermetic circles. They are a mix of adepts and full mages. They are magically active, though their magic follows slightly different rules than most.
For starters, their magic is based on their power of mind, rather than the purity of their soul. As such, their magic is not restricted by essence lost, nor by bio index. This makes them much more likely to become "cybermages" than the standard mage.
Like adepts, psions gain "power points" (6 at character creation) to purchase abilities. Such abilities are described below. A psion gains a magic rating of 6 at character creation, like other mages, and has a cost of 25 points.
Magic and psionics are similar in all other ways and are transparent for spirit types, spell pools, etc. Psions can bond with any foci that contributes to powers that they can use.
Psionic Skills:
Psi-power (willpower): Active skill which takes the place of sorcery or conjuration dice for various psionic powers. The use of this skill is based on the powers chosen, a psion cannot automatically use psi-powers to banish spirits, for example. Psions do not gain spell pool dice without the power which specifically gives it to them (see below).
Initiating:
The psion can initiate in the same way with a mage, paying the "self with ordeal" cost to initiate, though he need never gain an ordeal. Each time he initiates he may choose to EITHER gain a metamagic technique, or increase his magic rating, which comes with a power point to spend on improving or gaining new abilities. His metamagic "grade" improves in either case. He must qualify for the metamagic feat he's gaining.
Psionic Powers:
Spell(1): A psion can take a spell. He may use the spell at any force up to his magic. This costs 1 power point per spell. The force he casts at affects drain the same as any mage, except he does not pay for the spells with karma. He is therefore much more limited in the spells chosen. He must use a special casting skill psi-powers (will based) to use the spell in place of sorcery.
Spirit:(1) The psion can summon one particular kind of spirit (hearth spirit, fire elemental, etc) using the same methods and restrictions as any mage, and using psi-powers instead of conjuration to summon the spirit. This only allows summoning, not controlling or banishing.
Controlling:(0.5) The psion can use psi-power to try to control spirits using the standard rules for doing so.
Banishing:(0.5) The psion can use psi-power to banish spirits using the standard rules for doing so.
Psi Pool: (0.25) The psion gains 1 psi-pool die (like spell pool for psions) for each level in this power, up to his magic rating. These pool can be used to aid psionic tests the same as spell pool can.
Spell Defense: (0.5): The psion can use psi-pool and psi-power dice for spell defence the same as a mage can with sorcery and spell pool.
Astral Perception: (2) The psion can use astral perception in the same way a mage can. This allows him to do assensing tests.
Astral Projection: (5) The psion can use astral projection in the same way that a mage can, includnig gaining astral combat pools and using weapon foci. (Requires astral projection).
Increased Perception 0.5: Each level in this power gives you +1 die to use in perception tests, up to your magic rating.
Enhanced Sense (0.5): You can gain a special sense, such as scent, thermographic vision, ultrasound vision, ultraviolet vision, etc.
Photographic Memory (1): You gain the photographic memory edge and can "photo read".
Hypercognition (3): Requires photographic memory- you learn things much more quickly and can remember everything. Gain the effects of a L3 mnemonic enhancer.
Psionic Focus (1): You gain the focused concentrator edge, allowing you to concentrated on a number of powers based on your magic rating and take only a +1 TN penalty for sustaining.
Split Mind (4): Requires Psionic focus. You may perform 2 focused activities at once, each requiring full conentration. You may listen to 2 simultaneous conversations, read a book while listening to the TV and get full comprehension on both, or perform an exclusive action while sustaining. (But not perform 2 exclusive actions at once). You also remove the TN modifiers for multicasting (but not for drain or multiple targets).
The GM may allow special adept powers as well at GM discression, but they should be based more on mental and sensory effects than physical ones.
Psions are a group of magically endowed individuals who follow neither totem, nor hermetic circles. They are a mix of adepts and full mages. They are magically active, though their magic follows slightly different rules than most.
For starters, their magic is based on their power of mind, rather than the purity of their soul. As such, their magic is not restricted by essence lost, nor by bio index. This makes them much more likely to become "cybermages" than the standard mage.
Like adepts, psions gain "power points" (6 at character creation) to purchase abilities. Such abilities are described below. A psion gains a magic rating of 6 at character creation, like other mages, and has a cost of 25 points.
Magic and psionics are similar in all other ways and are transparent for spirit types, spell pools, etc. Psions can bond with any foci that contributes to powers that they can use.
Psionic Skills:
Psi-power (willpower): Active skill which takes the place of sorcery or conjuration dice for various psionic powers. The use of this skill is based on the powers chosen, a psion cannot automatically use psi-powers to banish spirits, for example. Psions do not gain spell pool dice without the power which specifically gives it to them (see below).
Initiating:
The psion can initiate in the same way with a mage, paying the "self with ordeal" cost to initiate, though he need never gain an ordeal. Each time he initiates he may choose to EITHER gain a metamagic technique, or increase his magic rating, which comes with a power point to spend on improving or gaining new abilities. His metamagic "grade" improves in either case. He must qualify for the metamagic feat he's gaining.
Psionic Powers:
Spell(1): A psion can take a spell. He may use the spell at any force up to his magic. This costs 1 power point per spell. The force he casts at affects drain the same as any mage, except he does not pay for the spells with karma. He is therefore much more limited in the spells chosen. He must use a special casting skill psi-powers (will based) to use the spell in place of sorcery.
Spirit:(1) The psion can summon one particular kind of spirit (hearth spirit, fire elemental, etc) using the same methods and restrictions as any mage, and using psi-powers instead of conjuration to summon the spirit. This only allows summoning, not controlling or banishing.
Controlling:(0.5) The psion can use psi-power to try to control spirits using the standard rules for doing so.
Banishing:(0.5) The psion can use psi-power to banish spirits using the standard rules for doing so.
Psi Pool: (0.25) The psion gains 1 psi-pool die (like spell pool for psions) for each level in this power, up to his magic rating. These pool can be used to aid psionic tests the same as spell pool can.
Spell Defense: (0.5): The psion can use psi-pool and psi-power dice for spell defence the same as a mage can with sorcery and spell pool.
Astral Perception: (2) The psion can use astral perception in the same way a mage can. This allows him to do assensing tests.
Astral Projection: (5) The psion can use astral projection in the same way that a mage can, includnig gaining astral combat pools and using weapon foci. (Requires astral projection).
Increased Perception 0.5: Each level in this power gives you +1 die to use in perception tests, up to your magic rating.
Enhanced Sense (0.5): You can gain a special sense, such as scent, thermographic vision, ultrasound vision, ultraviolet vision, etc.
Photographic Memory (1): You gain the photographic memory edge and can "photo read".
Hypercognition (3): Requires photographic memory- you learn things much more quickly and can remember everything. Gain the effects of a L3 mnemonic enhancer.
Psionic Focus (1): You gain the focused concentrator edge, allowing you to concentrated on a number of powers based on your magic rating and take only a +1 TN penalty for sustaining.
Split Mind (4): Requires Psionic focus. You may perform 2 focused activities at once, each requiring full conentration. You may listen to 2 simultaneous conversations, read a book while listening to the TV and get full comprehension on both, or perform an exclusive action while sustaining. (But not perform 2 exclusive actions at once). You also remove the TN modifiers for multicasting (but not for drain or multiple targets).
The GM may allow special adept powers as well at GM discression, but they should be based more on mental and sensory effects than physical ones.
Shadowrunner Motivations
Everyone loves having a backstory. Few backstories really include motivations.
Why does your shadowrunner do what he does? It's been pointed out that shadowrunning pays on par with day jobs (give or take) and is much more dangerous and expense-laden. (Though later missions will probably pay more!) What are some reasons your guy is willing to go through it all?
Money: Not a great reason at all. Money is not a goal, but a vessel for something else. Though it can be listed as a motivator, money-motivated individuals should be greedy, hoarding, and penny pinching. For them, it's all about amassing the "top score" before you die.
Dependant: Perhaps your son needs constant medical care, your mother is a vegetable you can't let go of, or your wife has some disease that requires diamonds to power the machines that keep her alive while you continue research on a cure (?). In any case, you shadowrun to keep up with these bills, and you may or may not be willing to murder to accomplish them.
Fame: You want to be the best. You want everyone to speak about you in every circle, and compare you to the greatest shadowrunner. You do missions because they sound difficult or special, and will readily accept a lesser (or no pay) for the chance at the fame.
Enemies: You are hunted, you have an enemy, or for whatever reason, someone is in your way, and you shadowrun for the knowledge, power, and opportunity to destroy them. Sometimes this means simply buying a better gun, but if your enemy is the CEO of Aztechnology... well, that can be a compelling reason to be doing some shadowruns. If this is to protect yourself, you may or may not be willing to engage in "evil" activity, but if your motive is revenge, you almost certainly will.
Knowledge: Perhaps you want to advance your study of magic, or want to learn as much as you can about the megacorps, or want to write a book (sim-show) about shadowrunning some day, and you need real world experience. Perhaps you want to test your own limits. In this case you'll favor missions that put you near new technology, rare research, or strange phenomenon rather than stealing a big car.
It's What I Do: Okay, so you're a large giant with rediculous strength and cyberclaws. What the hell else will you be doing? Or you're just a gang member who knows no different. For you, shadowrunning is just a way of life. You'll probably take whatever mission at whatever pay because this is just one of those things like brushing your teeth or getting a job. Everyone needs to do something. Great for ex-military too.
I'm Bored: You do it for the thrill of the adventure. You want the hardest missions, not because you want fame (you might not even take credit) but you want to see what you're capable of. You might not even care about the money, except as a means to get to the next mission. For you, this is all a thrill, or a game!
Do-Gooder: You want to fix some percieved moral problem. Perhaps you want to get back to democracy and away from corporate rule, perhaps you want to fight those who hurt metahumans, perhaps you work for a special company who loses money just to accomplish "good" missions for no profit (...). In any case, you do what other people can't to protect others. You'll probably turn down "evil" missions, and try to avoid using violence or lethal force whenever possible. Or maybe you want to punish those who do evil, hunting rapists and torturing them Dexter-style. Maybe you're not so much a do-gooder as a punisher!
Why does your shadowrunner do what he does? It's been pointed out that shadowrunning pays on par with day jobs (give or take) and is much more dangerous and expense-laden. (Though later missions will probably pay more!) What are some reasons your guy is willing to go through it all?
Money: Not a great reason at all. Money is not a goal, but a vessel for something else. Though it can be listed as a motivator, money-motivated individuals should be greedy, hoarding, and penny pinching. For them, it's all about amassing the "top score" before you die.
Dependant: Perhaps your son needs constant medical care, your mother is a vegetable you can't let go of, or your wife has some disease that requires diamonds to power the machines that keep her alive while you continue research on a cure (?). In any case, you shadowrun to keep up with these bills, and you may or may not be willing to murder to accomplish them.
Fame: You want to be the best. You want everyone to speak about you in every circle, and compare you to the greatest shadowrunner. You do missions because they sound difficult or special, and will readily accept a lesser (or no pay) for the chance at the fame.
Enemies: You are hunted, you have an enemy, or for whatever reason, someone is in your way, and you shadowrun for the knowledge, power, and opportunity to destroy them. Sometimes this means simply buying a better gun, but if your enemy is the CEO of Aztechnology... well, that can be a compelling reason to be doing some shadowruns. If this is to protect yourself, you may or may not be willing to engage in "evil" activity, but if your motive is revenge, you almost certainly will.
Knowledge: Perhaps you want to advance your study of magic, or want to learn as much as you can about the megacorps, or want to write a book (sim-show) about shadowrunning some day, and you need real world experience. Perhaps you want to test your own limits. In this case you'll favor missions that put you near new technology, rare research, or strange phenomenon rather than stealing a big car.
It's What I Do: Okay, so you're a large giant with rediculous strength and cyberclaws. What the hell else will you be doing? Or you're just a gang member who knows no different. For you, shadowrunning is just a way of life. You'll probably take whatever mission at whatever pay because this is just one of those things like brushing your teeth or getting a job. Everyone needs to do something. Great for ex-military too.
I'm Bored: You do it for the thrill of the adventure. You want the hardest missions, not because you want fame (you might not even take credit) but you want to see what you're capable of. You might not even care about the money, except as a means to get to the next mission. For you, this is all a thrill, or a game!
Do-Gooder: You want to fix some percieved moral problem. Perhaps you want to get back to democracy and away from corporate rule, perhaps you want to fight those who hurt metahumans, perhaps you work for a special company who loses money just to accomplish "good" missions for no profit (...). In any case, you do what other people can't to protect others. You'll probably turn down "evil" missions, and try to avoid using violence or lethal force whenever possible. Or maybe you want to punish those who do evil, hunting rapists and torturing them Dexter-style. Maybe you're not so much a do-gooder as a punisher!
Apocalypse Scenarios
For those of you who want the fun system of shadowrun, perhaps even the history, but not all that corporate nonsense, you might try an apocalypse scenario instead! (Perhaps more suited for D20 modern, but...)
In any case, here are just a few possible apocalypse scenarios you can have- either coming in post apocalypse, during the apocalypse, or you can introduce the problem during play.
Zombie Apocalypse: Perhaps the most likely scenario in shadowrun considering the constant mutation of HMVV, the zombie apocalypse would play out much like in film: zombies kill other people and turn them into zombies too. To make the scenario playable you'll probably need some kind of "cure" that can protect the PCs from turning if they take it soon enough after a bite. This scenario is a true survival scenario, with them scouting out for weapons and ammo to help defend themselves from waves of zombie attackers.
Plague Apocalypse: Streets littered with cars but devoid of people, the plague scenario (or the "rapture" scenario, if you don't want to deal with dead bodies) has the players survivers of a plague or event that wiped out 99.9% of the living people, leaving the survivors to rebuild society with all the old toys, using only their own knowledge. After a while power will start going out, and unless the survivors can work together the elements will quickly defeat them. Perhaps made more fun if the survivors group together into rival civilizations.
Christian Apocalypse: Like the zombie one, but angels and monsters fight it out in the streets, fire and brimstone rains from the heavens, the Lady of Babylon joins with the Corporate Court to subjugate the people as the horsemen of the apocalypse roam the world bring chaos with them. Can the players survive, or can they be the heroes they need to be and halt the apocalypse? Why were they Left Below?
Weather Apocalypse: Global Warming, rising seas, long blizzards and drouts can cause a scenario where mass starvation becomes a huge concern. While some groups become hunting cannibals, others strive to fight off the ravenous madmen and maintain society in the face of human extinction. Perhaps it starts raining non-stop and the power goes out, or winter never ends. This allows for odd weather conditions and an almost D&D style atmosphere- with guns! Perhaps this is after an astrological event (meteor, solar flares) which wipe out much of society's advancements!
War Apocalypse: War has broken out, WWIII (or WWIV?) and this is probably going to mean the end of societies. Nuclear bombs may have been detonated in many major cities, and the PCs can be soldiers seeking to end the conflict, or just survivors trying to wheather out the storm. Perhaps the war is over, mankind is all but gone, and the PCs are trying to survive in a barren land where most of the buildings and food were destroyed by the war machines.
Robot Apocalypse: Like the war apocalypse but robots, AIs, etc have taken over and now hunt people, who must scrape by attempting to destroy robots who do not know fatigue, fear, and can work stronger and faster than man, and perhaps even think faster or better. Can mankind prevail?
In any case, here are just a few possible apocalypse scenarios you can have- either coming in post apocalypse, during the apocalypse, or you can introduce the problem during play.
Zombie Apocalypse: Perhaps the most likely scenario in shadowrun considering the constant mutation of HMVV, the zombie apocalypse would play out much like in film: zombies kill other people and turn them into zombies too. To make the scenario playable you'll probably need some kind of "cure" that can protect the PCs from turning if they take it soon enough after a bite. This scenario is a true survival scenario, with them scouting out for weapons and ammo to help defend themselves from waves of zombie attackers.
Plague Apocalypse: Streets littered with cars but devoid of people, the plague scenario (or the "rapture" scenario, if you don't want to deal with dead bodies) has the players survivers of a plague or event that wiped out 99.9% of the living people, leaving the survivors to rebuild society with all the old toys, using only their own knowledge. After a while power will start going out, and unless the survivors can work together the elements will quickly defeat them. Perhaps made more fun if the survivors group together into rival civilizations.
Christian Apocalypse: Like the zombie one, but angels and monsters fight it out in the streets, fire and brimstone rains from the heavens, the Lady of Babylon joins with the Corporate Court to subjugate the people as the horsemen of the apocalypse roam the world bring chaos with them. Can the players survive, or can they be the heroes they need to be and halt the apocalypse? Why were they Left Below?
Weather Apocalypse: Global Warming, rising seas, long blizzards and drouts can cause a scenario where mass starvation becomes a huge concern. While some groups become hunting cannibals, others strive to fight off the ravenous madmen and maintain society in the face of human extinction. Perhaps it starts raining non-stop and the power goes out, or winter never ends. This allows for odd weather conditions and an almost D&D style atmosphere- with guns! Perhaps this is after an astrological event (meteor, solar flares) which wipe out much of society's advancements!
War Apocalypse: War has broken out, WWIII (or WWIV?) and this is probably going to mean the end of societies. Nuclear bombs may have been detonated in many major cities, and the PCs can be soldiers seeking to end the conflict, or just survivors trying to wheather out the storm. Perhaps the war is over, mankind is all but gone, and the PCs are trying to survive in a barren land where most of the buildings and food were destroyed by the war machines.
Robot Apocalypse: Like the war apocalypse but robots, AIs, etc have taken over and now hunt people, who must scrape by attempting to destroy robots who do not know fatigue, fear, and can work stronger and faster than man, and perhaps even think faster or better. Can mankind prevail?
The Un-Shadowrun
So a shadowrunner can have plenty of missions. But then, perhaps there's plenty of missions that don't involve shadowrunners at all! Here are a few mission types that certain character groups might be interested in that don't involve building a crazy shadowrunning type character.
Doc Wagon:
The group is a bunch of doctors or EMT professionals trying to get around and "fix people up". Complications can arrive when there are hostile situations, delivering someone wanted by the mob, or whatever. Has the advantage of also counting as a day job, may have the disadvantage of not getting "extra pay".
Cops:
An easy transition, they might be employed to solve crimes, catch criminals (possible shadowrunners). Contains all the fun stuff you can do in the shadowrun campaign, while also being on the "right" side of the law. Requires more gathering of evidence and an emphasis on capturing people "alive".
Shadowriders:
A step between cops and shadowrunnres, shadowriders specalize in hunting shadowrunners- finding their hideouts, working their contacts, and defeating trained criminals in massive firefights. Can make for a very interesting campaign. This might also include bounty hunter groups.
Private Eyes:
Like cops, but the players work for an independant agency. As such, they can get hired for money, but may have to walk a fine line between the law and the job, and probably won't want the police to solve the case for fear of losing the payday.
Government Agents:
All the fun of the cops, maybe working in foreign countries, working in deep cover, possibly even being deniable assets by the government, or working in special black ops. All the fun of shadowrunning, all the danger, with a feeling of doing something "good".
Security Company:
Being hired to work security puts you on the defending side in the shadowrunner conflict (for once). Perhaps you even have some lesser agents to help you out, and you have to deal with all those tricks you'd otherwise be DOING. If you're a private security company you can go from location to location and avoid all those boring nights when "nothing" happens. You might even be hired by a company to break in and "test" their own security force.
Animal Control:
With awakened critters and free spirits, the animal control agency can have their work cut out for them! You never know what kind of pixie or elemental is going to tear up downtown Seattle! Hopefully you purchased the right equipment! (Especially good for bug city!)
Political Intrigue:
Perhaps the most difficult to run (especially in large groups), the PCs could be corporate employees (regular businessmen) who need to negotiate large billion dollar deals, and to do so they need to spy out their competition, investigate their potential clients, and do whatever it takes to make sure the merger goes through (including hiring or becoming shadowrunners sometimes). Perhaps Ares is about to get in the way of a Renraku merger, and the Renraku PCs need to find a way to blackmail the Ares employees into "botching" the deal. Can involve high use of negotiation and ettiquette as well, and might not be particularly illegal.
Gangers:
Very close to shadowrunners, the ganger campaign might mean more straightforward (and lower paying) missions (but with more mayhem!): tag enemy turf, kill rival gangers, get business owners to pay protection money, explode cars! What fun you can have! And since you're always "laying low" there's no need for tons of extra money, you're doing this for your gang family! Can also be incorporated into higher level criminal syndicates. Might also be a good one for PETA style fanatics who want to free animals from labs or religious zealouts out to destroy vampires. Also good for an ocean-based pirate campaign!
The Serial Killer:
Better for smaller groups, but perhaps the PCs play serial killers. Maybe they're "good" ones like Dexter, or just your run of the mill evil characters, but their targets should be tough to get at, causing ever-increasing skill to get at. Of course, this can get stale quickly, but it's something!
Sidekicks:
You are the limo drivers, the helicoptor pilots, and the shadowrunners you drive around keep getting into trouble- like inspector gadget style trouble, and you need to get them out of there to protect your job!
Merchants:
The PCs just play your typical merchants- running a small laundromat or convenience store. They must make special sales skill checks in attempts to turn their business into an AAA corp! The ultimate goal! Sometimes they must deal with criminals bothering their stores, but it's almost all skill checks and money investments! Perfect for the nPC in your group! ;)
Note: Sometimes these indicate jobs that don't get paid on a per-job basis (like animal control, EMT or cops). Instead, perhaps your "department" gets a special bonus which can be used to purchase group equipment to help out the job, availability being altered based on how likely it is to come up for the special job (no guns for EMT, but a new ambulance...).
Doc Wagon:
The group is a bunch of doctors or EMT professionals trying to get around and "fix people up". Complications can arrive when there are hostile situations, delivering someone wanted by the mob, or whatever. Has the advantage of also counting as a day job, may have the disadvantage of not getting "extra pay".
Cops:
An easy transition, they might be employed to solve crimes, catch criminals (possible shadowrunners). Contains all the fun stuff you can do in the shadowrun campaign, while also being on the "right" side of the law. Requires more gathering of evidence and an emphasis on capturing people "alive".
Shadowriders:
A step between cops and shadowrunnres, shadowriders specalize in hunting shadowrunners- finding their hideouts, working their contacts, and defeating trained criminals in massive firefights. Can make for a very interesting campaign. This might also include bounty hunter groups.
Private Eyes:
Like cops, but the players work for an independant agency. As such, they can get hired for money, but may have to walk a fine line between the law and the job, and probably won't want the police to solve the case for fear of losing the payday.
Government Agents:
All the fun of the cops, maybe working in foreign countries, working in deep cover, possibly even being deniable assets by the government, or working in special black ops. All the fun of shadowrunning, all the danger, with a feeling of doing something "good".
Security Company:
Being hired to work security puts you on the defending side in the shadowrunner conflict (for once). Perhaps you even have some lesser agents to help you out, and you have to deal with all those tricks you'd otherwise be DOING. If you're a private security company you can go from location to location and avoid all those boring nights when "nothing" happens. You might even be hired by a company to break in and "test" their own security force.
Animal Control:
With awakened critters and free spirits, the animal control agency can have their work cut out for them! You never know what kind of pixie or elemental is going to tear up downtown Seattle! Hopefully you purchased the right equipment! (Especially good for bug city!)
Political Intrigue:
Perhaps the most difficult to run (especially in large groups), the PCs could be corporate employees (regular businessmen) who need to negotiate large billion dollar deals, and to do so they need to spy out their competition, investigate their potential clients, and do whatever it takes to make sure the merger goes through (including hiring or becoming shadowrunners sometimes). Perhaps Ares is about to get in the way of a Renraku merger, and the Renraku PCs need to find a way to blackmail the Ares employees into "botching" the deal. Can involve high use of negotiation and ettiquette as well, and might not be particularly illegal.
Gangers:
Very close to shadowrunners, the ganger campaign might mean more straightforward (and lower paying) missions (but with more mayhem!): tag enemy turf, kill rival gangers, get business owners to pay protection money, explode cars! What fun you can have! And since you're always "laying low" there's no need for tons of extra money, you're doing this for your gang family! Can also be incorporated into higher level criminal syndicates. Might also be a good one for PETA style fanatics who want to free animals from labs or religious zealouts out to destroy vampires. Also good for an ocean-based pirate campaign!
The Serial Killer:
Better for smaller groups, but perhaps the PCs play serial killers. Maybe they're "good" ones like Dexter, or just your run of the mill evil characters, but their targets should be tough to get at, causing ever-increasing skill to get at. Of course, this can get stale quickly, but it's something!
Sidekicks:
You are the limo drivers, the helicoptor pilots, and the shadowrunners you drive around keep getting into trouble- like inspector gadget style trouble, and you need to get them out of there to protect your job!
Merchants:
The PCs just play your typical merchants- running a small laundromat or convenience store. They must make special sales skill checks in attempts to turn their business into an AAA corp! The ultimate goal! Sometimes they must deal with criminals bothering their stores, but it's almost all skill checks and money investments! Perfect for the nPC in your group! ;)
Note: Sometimes these indicate jobs that don't get paid on a per-job basis (like animal control, EMT or cops). Instead, perhaps your "department" gets a special bonus which can be used to purchase group equipment to help out the job, availability being altered based on how likely it is to come up for the special job (no guns for EMT, but a new ambulance...).
Poisons
Note: Some of these may be just like existing poisons in the shadowrun books (wherever they are listed- those books are horrible!).
Poisons in General-A poison has a rating (R), which designates the target number need to avoid its harmful effects (using a body test). Generally, the number of successes will lower the effect of the poison, so if you lower the penalty down to 0 you eliminate the poison.
A poison can be (I)nhaled, (In)jected, or (C)ontact. Injected poisons must inflict at least a light wound (phys or stun) to take effect. Injected poisons may also be swallowed.
The poisons will be stated in NAME(R,Type). So Slag(4,In) means Slag is the name of the poison, 4 is the TN, and it is Injected. Ability score damage restores at 1 per day.
Slag (4,In): This poison is made to slow down opponants, and is frequently used by police to catch criminals on the run. It does a base damage of 6 to quickness, with each success reducing this. This change in quickness results in lower max speed and reaction.
Dammitol(4,C): This poison causes seratonin levels to drop horribly, dealing damage to charisma. It does a base damage of 4 to charisma, with one less for each success.
Screamer (6,I): This gas, while not actually making any noise, interferes with the inner ear, causing the user to hear intense screaming for 5 minutes after inhaling, with each success reducing this time by one minute. During that time they are effectively deaf, and take +1 TN on other skills due to the loud noise. People with cyberear replacements are not affected, since they have no inner ear.
Lunesta (4,I): This black gas is used frequently in grenades (sometimes with screamer) to affect the cornea of eyes. The user goes blind for 5 minutes after inhaling, with each success reducing this by 1 minute. During that time they fail all visual checks and take firing blind modifiers on any rolls. Cyber eye replacements are immune to this, not having a cornea.
P&P (6,C): This poison, called Pleasure and Pain, (sometimes used by dominatrixes at the club scene) causes alternating feelings of intense pleasure and intense pain on the subject. In a mechanical sense, they take a +8 TN penalty to all rolls while this is in effect, due to the severe sensations, with body success reducing the penalty by 1. People with Orthoskin get a +1 die per orthoskin level to resit this, and people with sensitive skin bioware take a +2 TN penalty to this resistance roll.
Sheep (4,In): This poison was named either for the practice of counting sheep or for the way sheep collapse when scared, but it causes the target to fall unconscious for 40 minutes, with each success reducing this time by 10 minutes.
Truth Syrum (8,In): This powerful drug aids in interrogation. Each time the person is posed a question, they must make a willpower(10) test to avoid answering truthfully and completely. Each success on the body test reduces the TN on the willpower test by 1. Unlike other drugs, this drug takes about 10 minutes to take effect.
Poisons in General-A poison has a rating (R), which designates the target number need to avoid its harmful effects (using a body test). Generally, the number of successes will lower the effect of the poison, so if you lower the penalty down to 0 you eliminate the poison.
A poison can be (I)nhaled, (In)jected, or (C)ontact. Injected poisons must inflict at least a light wound (phys or stun) to take effect. Injected poisons may also be swallowed.
The poisons will be stated in NAME(R,Type). So Slag(4,In) means Slag is the name of the poison, 4 is the TN, and it is Injected. Ability score damage restores at 1 per day.
Slag (4,In): This poison is made to slow down opponants, and is frequently used by police to catch criminals on the run. It does a base damage of 6 to quickness, with each success reducing this. This change in quickness results in lower max speed and reaction.
Dammitol(4,C): This poison causes seratonin levels to drop horribly, dealing damage to charisma. It does a base damage of 4 to charisma, with one less for each success.
Screamer (6,I): This gas, while not actually making any noise, interferes with the inner ear, causing the user to hear intense screaming for 5 minutes after inhaling, with each success reducing this time by one minute. During that time they are effectively deaf, and take +1 TN on other skills due to the loud noise. People with cyberear replacements are not affected, since they have no inner ear.
Lunesta (4,I): This black gas is used frequently in grenades (sometimes with screamer) to affect the cornea of eyes. The user goes blind for 5 minutes after inhaling, with each success reducing this by 1 minute. During that time they fail all visual checks and take firing blind modifiers on any rolls. Cyber eye replacements are immune to this, not having a cornea.
P&P (6,C): This poison, called Pleasure and Pain, (sometimes used by dominatrixes at the club scene) causes alternating feelings of intense pleasure and intense pain on the subject. In a mechanical sense, they take a +8 TN penalty to all rolls while this is in effect, due to the severe sensations, with body success reducing the penalty by 1. People with Orthoskin get a +1 die per orthoskin level to resit this, and people with sensitive skin bioware take a +2 TN penalty to this resistance roll.
Sheep (4,In): This poison was named either for the practice of counting sheep or for the way sheep collapse when scared, but it causes the target to fall unconscious for 40 minutes, with each success reducing this time by 10 minutes.
Truth Syrum (8,In): This powerful drug aids in interrogation. Each time the person is posed a question, they must make a willpower(10) test to avoid answering truthfully and completely. Each success on the body test reduces the TN on the willpower test by 1. Unlike other drugs, this drug takes about 10 minutes to take effect.
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.
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.
New Bioware
Avalon Regenerware-
These are special bioware cultures that replicate the regeneration abilities of shapeshifters. While not particularly strong, they still provide better than *no* regeneration. Level 1 provides 1 box of regeration, Level 2 provides 3 boxes, and Level 3 provides 5 boxes of regeneration, and also treats all cyberware implanted after it as if it was done by "exceptional surgury".
Level 1____$50,000____2 Bio Index
Level 2____$75,000 ___ 3 Bio Index
Level 3___$150,000____5 Bio Index
Shinra Psiware-
Shinra has developed special ways of "awakening" people via bioware implants, basically turning them into mages. Their magic is very limited, but still better than none, to some. Too much, however, risks turning them insane, so this is added to people with caution. Each level gives you either 1 magic rating as a full mage, or 1.5 magic rating as an aspected conjurer or sorcerer (round down). Magic granted in this way is always hermetic. Magic above 6 grants 1 metamagic technique automatically for each point. Magic skill dice must be purchased seperately via skills. This magic cannot be improved via initiation, but is not interfered with by bio index or essence lost.
Psiware__Bio Index (Rating)+2___Cost (Rating^2)*100,000
So rating 1 psiware has a bio index of 3 and costs $100,000, while rating 6 has a bio index of 8 and costs $3,600,000 (but gives you a magic rating of 9 for an aspected mage, with 3 metamagic techniques).
While ratings above 6 may be available, it will likely go above the possible bio index for most characters as well as cost much more than they can likely spend.
Renraku Focus Enhancer
This allows people to better focus themselves to a task, at the expense of other things. Each level gives you +1 die to a given task, but also removes 1 die away from all other tasks and perception rolls while this is in effect. Particularly useful for riggers and deckers who may not need other skills available at a time, though some craftsmen have been known to make use of this as well.
Focus Enhancer__Bio Index: R*.5__Cost R*$5000.
Note: Any skill brought below 1 die by this cannot be used at all- even perception!
FamilyWare
This piece of bioware can either increase or decrease fertility in a person. While surgury can easily render a person sterile, this bioware links with the intellectual capacity of a person, so that their desire for pregnancy is linked to their fertility, but not to their performance. With a male, this only really is used to prevent pregnancy, unless they have some concern with being unable to normally conceive. With a female, this can help her conceive or not, effectively putting her in control of her own body.
Bio Index: .5 Cost: $3500
ShinraCorp developed this piece of bioware as "protection" against certain hostile magics and spirits. Each rating "hides" one piece of essence, making the target look less attractive as a blood supply to vampires, tricking astral perception, and making it more difficult for them to be possessed by spirits. Any ability which detects or targets essense goes off the lower amount, and spirits (and projecting mages) get a +1 TN penalty per level for any action while possessing the body, or during the possession itself (inlcuding the stunning astral combat). Of course, this also interferes with the mage's own spells via the bio index and "lost" essence, but this essence isn't really gone, so this doesn't prevent the mage from getting cyberware or anything.
Bio Index: Rating*1, Cost: Rating*$2,500
These are special bioware cultures that replicate the regeneration abilities of shapeshifters. While not particularly strong, they still provide better than *no* regeneration. Level 1 provides 1 box of regeration, Level 2 provides 3 boxes, and Level 3 provides 5 boxes of regeneration, and also treats all cyberware implanted after it as if it was done by "exceptional surgury".
Level 1____$50,000____2 Bio Index
Level 2____$75,000 ___ 3 Bio Index
Level 3___$150,000____5 Bio Index
Shinra Psiware-
Shinra has developed special ways of "awakening" people via bioware implants, basically turning them into mages. Their magic is very limited, but still better than none, to some. Too much, however, risks turning them insane, so this is added to people with caution. Each level gives you either 1 magic rating as a full mage, or 1.5 magic rating as an aspected conjurer or sorcerer (round down). Magic granted in this way is always hermetic. Magic above 6 grants 1 metamagic technique automatically for each point. Magic skill dice must be purchased seperately via skills. This magic cannot be improved via initiation, but is not interfered with by bio index or essence lost.
Psiware__Bio Index (Rating)+2___Cost (Rating^2)*100,000
So rating 1 psiware has a bio index of 3 and costs $100,000, while rating 6 has a bio index of 8 and costs $3,600,000 (but gives you a magic rating of 9 for an aspected mage, with 3 metamagic techniques).
While ratings above 6 may be available, it will likely go above the possible bio index for most characters as well as cost much more than they can likely spend.
Renraku Focus Enhancer
This allows people to better focus themselves to a task, at the expense of other things. Each level gives you +1 die to a given task, but also removes 1 die away from all other tasks and perception rolls while this is in effect. Particularly useful for riggers and deckers who may not need other skills available at a time, though some craftsmen have been known to make use of this as well.
Focus Enhancer__Bio Index: R*.5__Cost R*$5000.
Note: Any skill brought below 1 die by this cannot be used at all- even perception!
FamilyWare
This piece of bioware can either increase or decrease fertility in a person. While surgury can easily render a person sterile, this bioware links with the intellectual capacity of a person, so that their desire for pregnancy is linked to their fertility, but not to their performance. With a male, this only really is used to prevent pregnancy, unless they have some concern with being unable to normally conceive. With a female, this can help her conceive or not, effectively putting her in control of her own body.
Bio Index: .5 Cost: $3500
Essence Hider
ShinraCorp developed this piece of bioware as "protection" against certain hostile magics and spirits. Each rating "hides" one piece of essence, making the target look less attractive as a blood supply to vampires, tricking astral perception, and making it more difficult for them to be possessed by spirits. Any ability which detects or targets essense goes off the lower amount, and spirits (and projecting mages) get a +1 TN penalty per level for any action while possessing the body, or during the possession itself (inlcuding the stunning astral combat). Of course, this also interferes with the mage's own spells via the bio index and "lost" essence, but this essence isn't really gone, so this doesn't prevent the mage from getting cyberware or anything.
Bio Index: Rating*1, Cost: Rating*$2,500
Friday, December 24, 2010
Renting your Body
There are multiple ways in which one might rent their body- described below.
Prostitution: Generally in a night, a player should be able to make CHA*$100. They have a risk of getting arrested if in an illegal area, or being abused by targets, but there it is. Patrons are usually men, for prostitutes of either gender. Being a "woman only" prostitute gets you only 70% pay.
Birthing Surrogate: While electronic wombs exist, nothing can really work better than a healthy woman. On successful implantation, the woman becomes pregnant and carries the child for a term of about 9-10 months, during which time they get weak immune system, -1 running modifier, and -2 to strength and body, but may earn up to $90,000 for the total time (or about $10,000 per month). Of course, this is paid at the end assuming a successful delivery (so women that go shadowrunning have to be EXTRA careful!). The woman may also be bothered by the doner parents about her lifestyle. (See the movie "Baby Momma"). Still, for someone who thinks she can pull it off...
Body Smuggler: Not just for drugs anymore, many items can be stashed in the body (especially for people with cyberware compartments or data storage). A good smuggle can take only days and earn anywhere from $500 to $10,000 depending on the goods. Treat this as a shadowrun instead of some back end stuff.
Spirit Mount: Some free spirits (or astrally projecting initiates with possession) may wish to use your body for a time. Perhaps it's one gender trying to get a feel for what it's like to be another, perhaps they want to get your fingerprints all over their crime scene. Regardless, there is a market for it... this should also be run as a shadowrun, unless it's just minor fun, in which case, treat it as prostitution. You must be astrally active to be able to rent yourself in this way.
Prostitution: Generally in a night, a player should be able to make CHA*$100. They have a risk of getting arrested if in an illegal area, or being abused by targets, but there it is. Patrons are usually men, for prostitutes of either gender. Being a "woman only" prostitute gets you only 70% pay.
Birthing Surrogate: While electronic wombs exist, nothing can really work better than a healthy woman. On successful implantation, the woman becomes pregnant and carries the child for a term of about 9-10 months, during which time they get weak immune system, -1 running modifier, and -2 to strength and body, but may earn up to $90,000 for the total time (or about $10,000 per month). Of course, this is paid at the end assuming a successful delivery (so women that go shadowrunning have to be EXTRA careful!). The woman may also be bothered by the doner parents about her lifestyle. (See the movie "Baby Momma"). Still, for someone who thinks she can pull it off...
Body Smuggler: Not just for drugs anymore, many items can be stashed in the body (especially for people with cyberware compartments or data storage). A good smuggle can take only days and earn anywhere from $500 to $10,000 depending on the goods. Treat this as a shadowrun instead of some back end stuff.
Spirit Mount: Some free spirits (or astrally projecting initiates with possession) may wish to use your body for a time. Perhaps it's one gender trying to get a feel for what it's like to be another, perhaps they want to get your fingerprints all over their crime scene. Regardless, there is a market for it... this should also be run as a shadowrun, unless it's just minor fun, in which case, treat it as prostitution. You must be astrally active to be able to rent yourself in this way.
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.
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.
Sales
Sales is a new skill, a specialization of Negotiations.
The sales skill is used to sell equipment for a better price you might get otherwise, perhaps making it worth it to hold on to stolen cars or equipment for a minute. It does not affect mission pay or purchase prices.
When selling something, make a salesman test with a TN equal to the 20- (the availability of the item) Min TN 4. Each success can either reduce the time it takes to find a buyer, or increase the sale price of the item by 10% (up to a maximum of street price). Theortetically, with a sales skill of 12, and 12 successes, you can increase the sales price of the item by 120% (going off 30% base that's 150% purchase price- only usable for items with at least a 50% street index markup).
This is easier with more exotic items, since once you've found the buyer, his options are more limited. Very easy to find items like cars you might get 1 or 2 successes on, but it's difficult to get too much more for an object which can be found anywhere.
Obviously this could create a situation where people are purchasing things for less than they're selling them for. (Using a connected edge for purchases). In this case, the GM might want to review the time it takes to find rare items and either treat this like a day job, or limit the amount of time this can be done in a given period.
The sales skill is used to sell equipment for a better price you might get otherwise, perhaps making it worth it to hold on to stolen cars or equipment for a minute. It does not affect mission pay or purchase prices.
When selling something, make a salesman test with a TN equal to the 20- (the availability of the item) Min TN 4. Each success can either reduce the time it takes to find a buyer, or increase the sale price of the item by 10% (up to a maximum of street price). Theortetically, with a sales skill of 12, and 12 successes, you can increase the sales price of the item by 120% (going off 30% base that's 150% purchase price- only usable for items with at least a 50% street index markup).
This is easier with more exotic items, since once you've found the buyer, his options are more limited. Very easy to find items like cars you might get 1 or 2 successes on, but it's difficult to get too much more for an object which can be found anywhere.
Obviously this could create a situation where people are purchasing things for less than they're selling them for. (Using a connected edge for purchases). In this case, the GM might want to review the time it takes to find rare items and either treat this like a day job, or limit the amount of time this can be done in a given period.
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