A few magic hazards for your mage to keep on the lookout for.
Langolier- An astral being, a kind of spirit that exists only to feed and to destroy- the langolier seeks out any astrally percieving or projecting being and attacks it with a singleminded ferver. They cannot manifest, however they do have the perception ability that they can use. They roll their force opposed by the target's willpower. If successful they force the target to astrally percieve for a number of turns equal to the langolier's net successes. (Complex action). This does not work on things incapable of astral perception. They have no interest in the unawakened.
Disenchanter- An awakened creature similar to a camel with a face like an anteater, the disenchanter feeds off of magical auras. On an attack it can make a dispelling check, lowering the force of foci, active spells (including quickened ones!) or even the magic rating of mages (temporarily). It has ranks of dispelling and uses them automatically on a successful attack. Foci and active spells are permanently drained, mages gain their magic back at 1 point per day, and must check for magic loss if dropped to 0. They have little interest in the non-awakened, unless they are affected by spells.
Astral Flare- An astral "weather" event, that can sometimes happen in areas where large amounts of magic were thrown about. Most magic combats are not enough to trigger this, though extended battles with multiple magic users using magic could suffice. Typically it's seen in areas with high magical experimentation. This provides astral obscurement, giving anywhere from a +1 to a +5 visibility modifier to anyone percieving astrally. It typicaly fades a point every day or so, though cleansing can help hurry this up. In some ways it's similar to a background count, except that it doesn't directly interfere with spells or checks.
Astral Portal- A tear in space-time found only on the astral (though mundanes might feel a sense of deja-vu when they pass by). This happens due to intense magic, perhaps the death of a grand dragon, dimensional or temporal travel, or could happen naturally. This looks like a black hole or wormhole in the astral- people looking into it (Quickness TN 6 chance to avoid) risk taking willpower damage and going insane. Those astrally projecting individuals who get too close to it risk getting pulled in completely, severing the ties to their body and existing in some alternate dimension (where insanity will likely result), unable to return to their body in any way. These are rediculously rare.
Ejector- How these come about is a mystery- it's suspected that a special metamagic technique is used to create them- this astral phenomenon attempts to eject spirits and astral travellers back to their home(or body)- almost like an astral trap. Dual-Natured creatures just get nauseated near it, but possessing influences, astral projection, and spirits need watch out for these astral phenomon.
As my Magic and the Mundane posts shows, there's little reason to play a non-awakened character. Hopefully this will provide more reason.
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!)
Showing posts with label GM. Show all posts
Showing posts with label GM. Show all posts
Friday, January 7, 2011
Harmony Points (HP)
Not to be confused with Hit Points, HP is a system to encourage a bit of cooperation between the GM and the player.
When creating a character, a GM can award HP for providing certain things which assist in the campaign:
1) Providing a detailed backstory
2) Providing runner motivation.
3) Creating a character consistant with the campaign world.
4) Having the character be workable in the world.
5) Having the character be friends (or at least friendly) with other PCs.
6) Taking skills(instruction/leadership) or powers(like karma sharing) that can help foster teamwork between characters.
Some points might be awarded for good "character conduct" during games as well:
1) Accepting a GM ruling without argument.
2) Active participation in missions (which may not mean being the leader, but at least offering suggestions or telling other PCs what resources you have to offer).
3) "Playing along"- if the group is supposed to work for Aztechnology, you aren't playing an anti-aztech super-secretive character or avoiding missions because you're "part time".
4) Non-Metagaming- this isn't about killing other PCs so much as not actively seeking out info your character couldn't know or having characters suddenly get suspicious when the player knows something is going on. It also means not quibbling over wording when you're dominated and told to "fight them", by dropping all guns and trying to box them or something.
5) Don't do silly things like shoot major "good" NPCs or other players or police or whatever.
6) As a reward for GM fiat perhaps.
HP would be expendable, probably working as bonus Karma Pool points that don't refresh, or using 5+ at once might be the same as burning a karma point. This helps keep characters alive who advance the story. The GM might allow them to be cashed in to get higher availability for items or to discount the price of items (or just gain cash).
You might think this effectively "punishes" people who don't do these things.
Reward: Something given or received in recompense for worthy behavior.
Punishment: suffering, pain, or loss that serves as retribution.
Emphasis is added: A reward is something given, a Punishment is a loss. We can argue relativistic terms, but just as Good Karma is a "reward" for completing missions, you can't say you are "punished" for not completing missions by not recieving good karma, any more than you are punished by every company you don't work for when you don't recieve a paycheck.
When creating a character, a GM can award HP for providing certain things which assist in the campaign:
1) Providing a detailed backstory
2) Providing runner motivation.
3) Creating a character consistant with the campaign world.
4) Having the character be workable in the world.
5) Having the character be friends (or at least friendly) with other PCs.
6) Taking skills(instruction/leadership) or powers(like karma sharing) that can help foster teamwork between characters.
Some points might be awarded for good "character conduct" during games as well:
1) Accepting a GM ruling without argument.
2) Active participation in missions (which may not mean being the leader, but at least offering suggestions or telling other PCs what resources you have to offer).
3) "Playing along"- if the group is supposed to work for Aztechnology, you aren't playing an anti-aztech super-secretive character or avoiding missions because you're "part time".
4) Non-Metagaming- this isn't about killing other PCs so much as not actively seeking out info your character couldn't know or having characters suddenly get suspicious when the player knows something is going on. It also means not quibbling over wording when you're dominated and told to "fight them", by dropping all guns and trying to box them or something.
5) Don't do silly things like shoot major "good" NPCs or other players or police or whatever.
6) As a reward for GM fiat perhaps.
HP would be expendable, probably working as bonus Karma Pool points that don't refresh, or using 5+ at once might be the same as burning a karma point. This helps keep characters alive who advance the story. The GM might allow them to be cashed in to get higher availability for items or to discount the price of items (or just gain cash).
You might think this effectively "punishes" people who don't do these things.
Reward: Something given or received in recompense for worthy behavior.
Punishment: suffering, pain, or loss that serves as retribution.
Emphasis is added: A reward is something given, a Punishment is a loss. We can argue relativistic terms, but just as Good Karma is a "reward" for completing missions, you can't say you are "punished" for not completing missions by not recieving good karma, any more than you are punished by every company you don't work for when you don't recieve a paycheck.
Thursday, January 6, 2011
How to avoid being Traced
Well all the deckers out there, beware- for here is advise on how to avoid being traced by a decker!
First of all, you need to get rid of your cell phone, your comp, your car, and any equipment that might have a GPS attached, including anything that sends or recieves signals. You can carry a CB radio, but you may never transmit over it.
Next, you must never go outside (at least if you do you must always be in disguise). There are cameras everywhere and they can trace you from there.
Next, pay cash for everything, never buy anything expensive, and ditch your cred sticks, bank accounts, and lifestyles. Be a squatter.
This should destroy "direct" tracing. Next you need to worry about indirect tracing. (This is the NUMB3RS style tracing where they see where and when you were places and they figure out based on that where you most likely live or operate out of). So you must never go anywhere and do anything where you can be traced. If you must travel, travel on foot or in the back seat of friends' cars. (And mind wipe the friends!).
And NEVER meet with Johnsons!
For extra points, live in the woods and hunt your food.
If you follow these simple steps, you can never be traced, nor will you ever interact in any shadowrun missions.
First of all, you need to get rid of your cell phone, your comp, your car, and any equipment that might have a GPS attached, including anything that sends or recieves signals. You can carry a CB radio, but you may never transmit over it.
Next, you must never go outside (at least if you do you must always be in disguise). There are cameras everywhere and they can trace you from there.
Next, pay cash for everything, never buy anything expensive, and ditch your cred sticks, bank accounts, and lifestyles. Be a squatter.
This should destroy "direct" tracing. Next you need to worry about indirect tracing. (This is the NUMB3RS style tracing where they see where and when you were places and they figure out based on that where you most likely live or operate out of). So you must never go anywhere and do anything where you can be traced. If you must travel, travel on foot or in the back seat of friends' cars. (And mind wipe the friends!).
And NEVER meet with Johnsons!
For extra points, live in the woods and hunt your food.
If you follow these simple steps, you can never be traced, nor will you ever interact in any shadowrun missions.
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.
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!)
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.
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.
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.
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...).
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.
Thursday, December 23, 2010
Alert!
Well, it happens all the time- someone gets spotted. But then what happens?
First of all, should they even be spotted? Just because someone walks in front of a camera doesn't mean the get spotted. Guards goof off sometimes, they nap, the go to the bathrooms, they read magazines with one eye on the monitor. Sometimes they have 30+ moniters to watch at once, and sometimes they have only one or two monitors that flicker between 30+ cameras. What are the odds that you've been seen?
The GM can decide how cameras are monitored. If a few monitors cycle through images then the GM should roll to see if that camera was even active at the moment you were seen. If the guard is present during a monitor showing your transgressions, he should make a perception test to notice it (the difficulty having to do with what you're doing, and how long you're on camera doing it!).
But let's say that you are discovered. Shots fired, alarm tripped, guards alerted, maglock sequencer set off an alarm, however it happens. What goes next?
Step 1: Release Security
The alarm goes off (either silently or loudly) and security rushes to the area. Depending on where the security guards are, it may take them a few rounds (or even a minute or so) to get to you (with weapons ready).
If you're in some area that security can't get into (like you've locked a door behind you), they will probably crowd around the doors with readied actions to shoot you when you come out, or while they wait for someone else to force open the door.
Step 2: After the 1st wave
Perhaps you've defeated the guards that came. At this point when you haven't been arrested, police are likely called (or backup security for large extraterritorial compounds), doors are all locked and mag-keys disabled (except for top secuirty), and the gates are closed. If you have a vehicle nearby they are probably writing down the plates and telling the police about it and guarding all routes to it. At this point if you're pressing onwards, you're probably going to get yourself killed. Even trying to escape at this point might be a problem.
Police should be able to get on scene within 10-15 minutes. Sequencers should stop working in maglocks (though taking them apart still would). Every guard should be rushing to your location in full gear and ready for you. Guards will actively try to capture your face on cameras.
The hard part for the players and GMs is that this might mean the end of the mission, either by failure or TPK. While some missions might still be salvagable (RARELY!), that's probably going to be a physical theft when you're already near the target (or a hostage is already going out with you) or an assassination when you can still get to the target. Sure you can leave and try again, though security measures will be increased and this will be difficult. Also they'll be watching for you.
Computers should be harder to hack into during an alert- perhaps all shut down and impossible to access.
What Players can do
- A quick acting decker might be able to hack the system and turn off the alert, perhaps even providing a false "reason" for the alert (cat got in the ventilation system).
- A team that really works well together might allow for a "fake arrest", where they get caught, but not all of them, hoping that the security will chase some of them, or even send them to the police, so that the last guy they don't think is still there can complete the mission. A risk, but at least might help salvage the mission.
- There's always the kaboom that so many runners love. If the bombs are already set, the risk of explosion can get them out, or they can just light the place and destroy everything. Sinner points go way up- but perhaps they survive! (Perhaps not!)
- Have a contingency plan up front for what to do if alarms are triggered. They almost surely will! Perhaps you can cut the building off from outside communication to prevent extra security from coming, or re-route extra agents to the wrong place.
With stealth being such a huge part of the mission, with such terrible consequences for failure, it's a good idea to take some extra ranks in it, just to be safe. Not every mission will be easy, and sometimes you have to fail them.
First of all, should they even be spotted? Just because someone walks in front of a camera doesn't mean the get spotted. Guards goof off sometimes, they nap, the go to the bathrooms, they read magazines with one eye on the monitor. Sometimes they have 30+ moniters to watch at once, and sometimes they have only one or two monitors that flicker between 30+ cameras. What are the odds that you've been seen?
The GM can decide how cameras are monitored. If a few monitors cycle through images then the GM should roll to see if that camera was even active at the moment you were seen. If the guard is present during a monitor showing your transgressions, he should make a perception test to notice it (the difficulty having to do with what you're doing, and how long you're on camera doing it!).
But let's say that you are discovered. Shots fired, alarm tripped, guards alerted, maglock sequencer set off an alarm, however it happens. What goes next?
Step 1: Release Security
The alarm goes off (either silently or loudly) and security rushes to the area. Depending on where the security guards are, it may take them a few rounds (or even a minute or so) to get to you (with weapons ready).
If you're in some area that security can't get into (like you've locked a door behind you), they will probably crowd around the doors with readied actions to shoot you when you come out, or while they wait for someone else to force open the door.
Step 2: After the 1st wave
Perhaps you've defeated the guards that came. At this point when you haven't been arrested, police are likely called (or backup security for large extraterritorial compounds), doors are all locked and mag-keys disabled (except for top secuirty), and the gates are closed. If you have a vehicle nearby they are probably writing down the plates and telling the police about it and guarding all routes to it. At this point if you're pressing onwards, you're probably going to get yourself killed. Even trying to escape at this point might be a problem.
Police should be able to get on scene within 10-15 minutes. Sequencers should stop working in maglocks (though taking them apart still would). Every guard should be rushing to your location in full gear and ready for you. Guards will actively try to capture your face on cameras.
The hard part for the players and GMs is that this might mean the end of the mission, either by failure or TPK. While some missions might still be salvagable (RARELY!), that's probably going to be a physical theft when you're already near the target (or a hostage is already going out with you) or an assassination when you can still get to the target. Sure you can leave and try again, though security measures will be increased and this will be difficult. Also they'll be watching for you.
Computers should be harder to hack into during an alert- perhaps all shut down and impossible to access.
What Players can do
- A quick acting decker might be able to hack the system and turn off the alert, perhaps even providing a false "reason" for the alert (cat got in the ventilation system).
- A team that really works well together might allow for a "fake arrest", where they get caught, but not all of them, hoping that the security will chase some of them, or even send them to the police, so that the last guy they don't think is still there can complete the mission. A risk, but at least might help salvage the mission.
- There's always the kaboom that so many runners love. If the bombs are already set, the risk of explosion can get them out, or they can just light the place and destroy everything. Sinner points go way up- but perhaps they survive! (Perhaps not!)
- Have a contingency plan up front for what to do if alarms are triggered. They almost surely will! Perhaps you can cut the building off from outside communication to prevent extra security from coming, or re-route extra agents to the wrong place.
With stealth being such a huge part of the mission, with such terrible consequences for failure, it's a good idea to take some extra ranks in it, just to be safe. Not every mission will be easy, and sometimes you have to fail them.
Stealth
Stealth is the worst skill in so many systems- mainly because unlike almost every other skill, where whomever gets the highest roll can share their success with everyone else, stealth forces the person with the lowest roll to share his failure with everyone.
And yet, stealth is such a big part of so many missions. For this, we're going to focus on the sneaking/hiding aspect of stealth, perhaps with some mention to disguise.
The problem is that you need to get everyone in to the facility to "steal" the information (or why bring them?) and yet, not everyone builds the stealthy character. If one guy sneaks in and does all the work, not only do other PCs "sit out" but he also wonders why he should cut them in on any mission pay.
Here are a few things that can be done (by GMs or players) to help the stealthy character succeed without making others sit out.
GM:
Divided Missions: We hear about not splitting up the party, but maybe a situation can arise where the main force of the party is fighting the "boss battle" during the time that the other PCs are sneaking around the facility. Perhaps they serve as a distraction or something. The problem here is that combat is very "quick" in game time, but very slow in real time. Sneaking is the opposite, with several minutes going by very quickly in game time (especially when you take 15 minutes picking a maglock).
Scouting Missions: One way to help everyone get in is to design the facility so that a "backdoor" or something can be opened up from the inside, so the sneaker can break in, then set up a situation so everyone else gets a huge bonus to stealth afterwards. (Maybe he disables all the alarms, loops the cameras, kills security members, or just opens the hidden entrance).
Stealth as Info Gathering: Instead of stealth being the crux of getting the party from the outside of the facility to the boss, perhaps stealth can be one of the ways of gathering the relevant information, stealing uniforms, card keys, etc so that while other people are decking or gathering information, the stealth guy gets to go steal equipment or something and then the party can go in together when it comes time for the "actual run".
Various Methods of being "There": Sometimes only the stealthy people need to phyically be present. They can sneak in small drones for riggers to control, deckers can be outside controlling the remote guns or cameras, and mages can be there "in spirit", even providing real sprits to back up the stealthy characters, which doesn't hurt the sneaker's stealth rolls while still providing actions and backup.
Players
Augument Stealth: Clearly it's worth it to put some points in stealth, and stealth can be further augumented by ruthenem, (physical) invisibility, the stealth and silence spells, etc. Certain cyberware that enhances perception and good radio communication might identify guards and cameras before they become a problem also. These things can provide bonuses to the stealth rolls of the less sneaky characters. Plenty of spirits can help conceal, also.
Instruction: Using instruction can allow other players to "mimic" skills if done properly. The stealthiest characters might want to help other players "fake it" before going in.
Synergize: Whether it's scouting ahead for guard and telling players when its safe, or using disguise and speaking for the dumb ones (taking this wookie to detention cell 2), finding ways to utilize the stealth of the primary for the benefits of the secondary are great ways to use skills and teamwork to accomplish a goal.
Take the Damn Ranks!: Okay, I get it. You are a merchant, or marine biologist, or crazy cyber minotaur with 1 charisma. Just take a few ranks (3+) of stealth! You know it's going to come up! You're already a monster with no social skills or no combat skills or something else, at least have something you can do to help with the missions all the time!
And yet, stealth is such a big part of so many missions. For this, we're going to focus on the sneaking/hiding aspect of stealth, perhaps with some mention to disguise.
The problem is that you need to get everyone in to the facility to "steal" the information (or why bring them?) and yet, not everyone builds the stealthy character. If one guy sneaks in and does all the work, not only do other PCs "sit out" but he also wonders why he should cut them in on any mission pay.
Here are a few things that can be done (by GMs or players) to help the stealthy character succeed without making others sit out.
GM:
Divided Missions: We hear about not splitting up the party, but maybe a situation can arise where the main force of the party is fighting the "boss battle" during the time that the other PCs are sneaking around the facility. Perhaps they serve as a distraction or something. The problem here is that combat is very "quick" in game time, but very slow in real time. Sneaking is the opposite, with several minutes going by very quickly in game time (especially when you take 15 minutes picking a maglock).
Scouting Missions: One way to help everyone get in is to design the facility so that a "backdoor" or something can be opened up from the inside, so the sneaker can break in, then set up a situation so everyone else gets a huge bonus to stealth afterwards. (Maybe he disables all the alarms, loops the cameras, kills security members, or just opens the hidden entrance).
Stealth as Info Gathering: Instead of stealth being the crux of getting the party from the outside of the facility to the boss, perhaps stealth can be one of the ways of gathering the relevant information, stealing uniforms, card keys, etc so that while other people are decking or gathering information, the stealth guy gets to go steal equipment or something and then the party can go in together when it comes time for the "actual run".
Various Methods of being "There": Sometimes only the stealthy people need to phyically be present. They can sneak in small drones for riggers to control, deckers can be outside controlling the remote guns or cameras, and mages can be there "in spirit", even providing real sprits to back up the stealthy characters, which doesn't hurt the sneaker's stealth rolls while still providing actions and backup.
Players
Augument Stealth: Clearly it's worth it to put some points in stealth, and stealth can be further augumented by ruthenem, (physical) invisibility, the stealth and silence spells, etc. Certain cyberware that enhances perception and good radio communication might identify guards and cameras before they become a problem also. These things can provide bonuses to the stealth rolls of the less sneaky characters. Plenty of spirits can help conceal, also.
Instruction: Using instruction can allow other players to "mimic" skills if done properly. The stealthiest characters might want to help other players "fake it" before going in.
Synergize: Whether it's scouting ahead for guard and telling players when its safe, or using disguise and speaking for the dumb ones (taking this wookie to detention cell 2), finding ways to utilize the stealth of the primary for the benefits of the secondary are great ways to use skills and teamwork to accomplish a goal.
Take the Damn Ranks!: Okay, I get it. You are a merchant, or marine biologist, or crazy cyber minotaur with 1 charisma. Just take a few ranks (3+) of stealth! You know it's going to come up! You're already a monster with no social skills or no combat skills or something else, at least have something you can do to help with the missions all the time!
Thursday, December 16, 2010
The Chase Scene
Eventually it comes up - your characters are being chased by security, police, or whatever, and you need to escape. Enter the chase rules!
In order to escape, you basically need to run until you can hide. Hiding can mean outrunning them and just going about your business, hiding in a crowd, running into a building, or whatever. A chase might also take place via vehicles or on foot.
In order to "escape" pursuers, you must "outpace" them by 3 rounds.
Roll an stealth check opposed by their perception. Both of you may suppliment this with an athletics test.
The following modifiers apply to YOUR roll:
For each number your running modifier is greater than theirs: +1
For each number your running modifier is smaller than theirs: -1
This is your home turf: +1
This is the pursuer's home turf: +1 (for police, the city streets might be their home turf)
You have GPS or some other system helping you navigate: +1
Opponant has some system helping them navigate: -1
Opponant has some means of tracking you electronically: -10 (homing beacon or something- note this might make it impossible to hide unless you can get out of range)
Opponant is flying, in a helicoptor, etc: -5
Opponant is chasing you astrally, or is a spirit, etc: -5 (stacks with flying) (sometimes this can be avoided by running through various places- like city and hearth)
You are flying: +5
Each additional pursuer -1 (harder to hide from a group)
Obstacles - GM discression (having to scale a fence or something can slow you down).
Each extra person in your group -1 (harder to hide a whole group- if vehicle chase, only count each extra car)
(Aptitude: Stealth and Perceptive apply to appropraite rolls)
Weather: GM discression- weather makes it harder to see, but some cyberware may overcome this. Lighting conditions should be treated similarly.
Each round, see who got the highest result. Then compare the number of times the person with the highest result beat the highest result of the other. This is the net chasing success. If the pursuer gets 3+ net chasing successes, they catch you. If you get net 3 successes, you escape. Otherwise, the chase continues.
Example: You are fleeing 5 lonestar officals on foot through your home turf. You roll stealth suppliment by athletics. You get a -3 penalty to your roll (-4 from extra pursuers, +1 for your home turf). Your max roll is a 15. Their max roll of perception supplimented by athletics is 12. You now compare how many of your rolls beat a 12. You also have a 13, so you have 2 successes. Next round you roll again. This time you got a 9 and they got a 10, 12, and 16. They catch up to your 2 successes, and gain 1 further. On round 3 you get a 16, 14, 12, and 10 against their max roll of 8. You beat their 1 point lead and get 3 points ahead- you manage to escape!
Note that if a shadowrun team splits up in various directions, the pursuers may have to do the same. Some people might automatically get away if there are less pursuers than escapers. Note this does not take into effect if they enemies can trace you, track you, gather information about you, etc. You are assumed to have found a place to hide and hid there until they lost track of you, then snuck away.
Also note that people may be shooting at you- wound modifiers apply!
In order to escape, you basically need to run until you can hide. Hiding can mean outrunning them and just going about your business, hiding in a crowd, running into a building, or whatever. A chase might also take place via vehicles or on foot.
In order to "escape" pursuers, you must "outpace" them by 3 rounds.
Roll an stealth check opposed by their perception. Both of you may suppliment this with an athletics test.
The following modifiers apply to YOUR roll:
For each number your running modifier is greater than theirs: +1
For each number your running modifier is smaller than theirs: -1
This is your home turf: +1
This is the pursuer's home turf: +1 (for police, the city streets might be their home turf)
You have GPS or some other system helping you navigate: +1
Opponant has some system helping them navigate: -1
Opponant has some means of tracking you electronically: -10 (homing beacon or something- note this might make it impossible to hide unless you can get out of range)
Opponant is flying, in a helicoptor, etc: -5
Opponant is chasing you astrally, or is a spirit, etc: -5 (stacks with flying) (sometimes this can be avoided by running through various places- like city and hearth)
You are flying: +5
Each additional pursuer -1 (harder to hide from a group)
Obstacles - GM discression (having to scale a fence or something can slow you down).
Each extra person in your group -1 (harder to hide a whole group- if vehicle chase, only count each extra car)
(Aptitude: Stealth and Perceptive apply to appropraite rolls)
Weather: GM discression- weather makes it harder to see, but some cyberware may overcome this. Lighting conditions should be treated similarly.
Each round, see who got the highest result. Then compare the number of times the person with the highest result beat the highest result of the other. This is the net chasing success. If the pursuer gets 3+ net chasing successes, they catch you. If you get net 3 successes, you escape. Otherwise, the chase continues.
Example: You are fleeing 5 lonestar officals on foot through your home turf. You roll stealth suppliment by athletics. You get a -3 penalty to your roll (-4 from extra pursuers, +1 for your home turf). Your max roll is a 15. Their max roll of perception supplimented by athletics is 12. You now compare how many of your rolls beat a 12. You also have a 13, so you have 2 successes. Next round you roll again. This time you got a 9 and they got a 10, 12, and 16. They catch up to your 2 successes, and gain 1 further. On round 3 you get a 16, 14, 12, and 10 against their max roll of 8. You beat their 1 point lead and get 3 points ahead- you manage to escape!
Note that if a shadowrun team splits up in various directions, the pursuers may have to do the same. Some people might automatically get away if there are less pursuers than escapers. Note this does not take into effect if they enemies can trace you, track you, gather information about you, etc. You are assumed to have found a place to hide and hid there until they lost track of you, then snuck away.
Also note that people may be shooting at you- wound modifiers apply!
Tuesday, December 14, 2010
Matrix Security
Certain security protocol have the capacity to injure a person connected to the matrix, or damage his equipment and cyberware. While this is treated as cyber-combat in the existing system, I'm changing it to be more like a traps system than a monster system. TRAP is the term given to Tresspass Reporting Automated Programs.
When hacking:
Divide your dice into 3 categories: Your digital stealth roll, Your digital perception roll, and your actual hacking.
Discovering a Trap
Certainly springing a trap is going to alert you that there is something going on. Each trap has a rating. This is how difficult it is to discover that a system is protected by a given program. Usually it's not to difficult to learn this.
Any "oops" on a check to discover a trap springs the trap. Generally one success on a digital perception roll is enough to discover a trap. When a trap is discovered, the hacker may choose to attempt to continue hacking, or give up, or attempt to disable the trap.
Springing the Trap
Whenever you muck around in the system, the trap can attempt to locate you. It rolls a number of dice equal to it's rating to oppose your digital stealth roll (open test). If it succeeds, it spots you and springs. Each trap has a different effect when "sprung".
Multiple traps all check seperately against the same roll.
Disabling the Trap
Disabling a trap takes a base time of 1 hour (divided by # of successes). Use hacking pool against a TN of the trap's rating to disable it. No successes means you sprung the trap. Multiple traps must be disabled seperately.
Types of Trap- Keep in mind a system may have more than 1 trap.
Sever- This trap simply severs the open connection if it discovers trespassing. Very basic, you can always attempt to re-connect though it takes time again. Cheap, however. Good for low security systems.
Report- This trap silently reports that the system has been breached. It then attempts to digitally trace the hacker and gain all information it can on them. It rolls it's rating against the hacker's digital stealth (with a +1 bonus). Each success gains it information as if digital tracking. It continues to do this as long as the hacker is in the system. The hacker can roll digital perception (see digital tracing) to realize he's being watched.
Dump Shock- This trap not only severs the connection, but sends a wave of energy into the user. The trap rolls successes against the user's intelligence. The user uses willpower to resist this damage. The damage is special to the trap and is like a ranged weapon. (So a given dump shock trap might by Rating (4,6M) meaning that it rolls 4 dice and uses those successes to stage up 6M damage. Sometimes this doesn't sever the connection, but is used in connection with Lock to continually damage the user.
Lock- This trap attempts to prevent the rigger from severing his own connection (and is usually used in conjuction with report, but not always). The decker must oppose the rating of the lock using his willpower. If the decker has more successes, he may sever the connection, otherwise he is unable to disconnect (though he may use his other skills to try to disable the trap normally).
Wipe- This trap attempts to wipe clean the user's cyberdeck. Roll an opposed roll against the trap and the cyberdeck's rating. For each net success of the wipe, the cyberdeck loses 1 rating worth of program (and provided hacking pool). If completely wiped of decker programs, this disconnects the user.
Steal- This trap attempts to copy information from the decker's cyberware memory or cyberdeck memory into itself (or any connected computer based on where the decker currently is connected). It usually uses this to help trace the decker. Roll opposed rolls using the rating against the decker's cyberdeck rating. Each net success copys 1 unit of information over to the other system to be analyzed.
Black IC- This attempts to fry the physical componants of a decker's hardware. It can attempt to fry the decker's cyberdeck, datajack, or any headware the decker has. If it targets cyberware it uses the decker's willpower, otherwise it uses the rating of the cyberdeck. It rolls an opposed roll. If successful (2 net successess) it damages the cyberware so it must be repaired. 4+ net successes means the equipment is destroyed- it must be replaced and all data on it is lost. Needless to say this is the most evil and expensive kind of matrix security.
Watch- This alerts the system to potential threats, grating a +1 on all other Trap rolls once sprung, and is usually combined with sever to kick the decker out and to increase security in case he tries to get back in.
Any hacking penalty you have for being offsite (described in matrix section) applies to all rolls the decker makes against traps. Keep in mind if he's also trying to accoplish something in the system he must split his dice to accomplish that other task. Also, if a trap is completely disabled, it may be apparant (at some later time) that the system was tampered with unless the trap is turned back on as the decker leaves the system, which is treated the same as disarming, including the chance to spring it.
When hacking:
Divide your dice into 3 categories: Your digital stealth roll, Your digital perception roll, and your actual hacking.
Discovering a Trap
Certainly springing a trap is going to alert you that there is something going on. Each trap has a rating. This is how difficult it is to discover that a system is protected by a given program. Usually it's not to difficult to learn this.
Any "oops" on a check to discover a trap springs the trap. Generally one success on a digital perception roll is enough to discover a trap. When a trap is discovered, the hacker may choose to attempt to continue hacking, or give up, or attempt to disable the trap.
Springing the Trap
Whenever you muck around in the system, the trap can attempt to locate you. It rolls a number of dice equal to it's rating to oppose your digital stealth roll (open test). If it succeeds, it spots you and springs. Each trap has a different effect when "sprung".
Multiple traps all check seperately against the same roll.
Disabling the Trap
Disabling a trap takes a base time of 1 hour (divided by # of successes). Use hacking pool against a TN of the trap's rating to disable it. No successes means you sprung the trap. Multiple traps must be disabled seperately.
Types of Trap- Keep in mind a system may have more than 1 trap.
Sever- This trap simply severs the open connection if it discovers trespassing. Very basic, you can always attempt to re-connect though it takes time again. Cheap, however. Good for low security systems.
Report- This trap silently reports that the system has been breached. It then attempts to digitally trace the hacker and gain all information it can on them. It rolls it's rating against the hacker's digital stealth (with a +1 bonus). Each success gains it information as if digital tracking. It continues to do this as long as the hacker is in the system. The hacker can roll digital perception (see digital tracing) to realize he's being watched.
Dump Shock- This trap not only severs the connection, but sends a wave of energy into the user. The trap rolls successes against the user's intelligence. The user uses willpower to resist this damage. The damage is special to the trap and is like a ranged weapon. (So a given dump shock trap might by Rating (4,6M) meaning that it rolls 4 dice and uses those successes to stage up 6M damage. Sometimes this doesn't sever the connection, but is used in connection with Lock to continually damage the user.
Lock- This trap attempts to prevent the rigger from severing his own connection (and is usually used in conjuction with report, but not always). The decker must oppose the rating of the lock using his willpower. If the decker has more successes, he may sever the connection, otherwise he is unable to disconnect (though he may use his other skills to try to disable the trap normally).
Wipe- This trap attempts to wipe clean the user's cyberdeck. Roll an opposed roll against the trap and the cyberdeck's rating. For each net success of the wipe, the cyberdeck loses 1 rating worth of program (and provided hacking pool). If completely wiped of decker programs, this disconnects the user.
Steal- This trap attempts to copy information from the decker's cyberware memory or cyberdeck memory into itself (or any connected computer based on where the decker currently is connected). It usually uses this to help trace the decker. Roll opposed rolls using the rating against the decker's cyberdeck rating. Each net success copys 1 unit of information over to the other system to be analyzed.
Black IC- This attempts to fry the physical componants of a decker's hardware. It can attempt to fry the decker's cyberdeck, datajack, or any headware the decker has. If it targets cyberware it uses the decker's willpower, otherwise it uses the rating of the cyberdeck. It rolls an opposed roll. If successful (2 net successess) it damages the cyberware so it must be repaired. 4+ net successes means the equipment is destroyed- it must be replaced and all data on it is lost. Needless to say this is the most evil and expensive kind of matrix security.
Watch- This alerts the system to potential threats, grating a +1 on all other Trap rolls once sprung, and is usually combined with sever to kick the decker out and to increase security in case he tries to get back in.
Any hacking penalty you have for being offsite (described in matrix section) applies to all rolls the decker makes against traps. Keep in mind if he's also trying to accoplish something in the system he must split his dice to accomplish that other task. Also, if a trap is completely disabled, it may be apparant (at some later time) that the system was tampered with unless the trap is turned back on as the decker leaves the system, which is treated the same as disarming, including the chance to spring it.
Monday, December 13, 2010
Weather
Weather is something that it's easy to overlook in game. Partially because it's one of those background things, but also because it can be a pain to manage weather in a game.
Despite being a d6 system, I'm a fan of some things being managed by other dice. Enter the d20 guide to weather.
1-70%: Normal weather for season.
71-80% Abnormal temperature (50/50 to be a heat wave or cold snap- 10 degree difference in normal temperature. Cold areas are 70% likely to be a cold snap, hot are 70% likely to have a heat wave).
81%-90% Inclement Weather (precipitation, such as snow or rain, or severe winds in deserts)
91%-99% Storm (heavy rains, snow storm, dust storm)
100%- Powerful Storm (tornado, hurricane, blizzard, windstorm)
Effects on weather: (Visibility modifiers may apply to special visions and hearing as well)
Abnormal Temperature: Characters not dressed "for the weather" may take a +1 TN penalty to physical checks as the temperature bothers them.
Inclement Weather: Rain, snow, and desert winds can provide visibility modifier of +1, and can cause a +1 TN modifier to drive checks (particularly to handling scores of vehicles).
Storm: A storm can apply a +4 visibility modifier as well as driving TNs. Movement (even vehicles) should be at 1/2 speed.
Powerful Storms: These can cause random debris to fly around, possibly hitting people. Power can easily go out. Visibility should be effectively blind (+7 visibility modifer), and drive checks are at +8 or more. Natural flight (such as for birds or fairys) should be impossible. The visibility modifiers likely apply to hearing checks also, and certainly apply to all "special" visions, like ultrasound and thermovision.
Despite being a d6 system, I'm a fan of some things being managed by other dice. Enter the d20 guide to weather.
1-70%: Normal weather for season.
71-80% Abnormal temperature (50/50 to be a heat wave or cold snap- 10 degree difference in normal temperature. Cold areas are 70% likely to be a cold snap, hot are 70% likely to have a heat wave).
81%-90% Inclement Weather (precipitation, such as snow or rain, or severe winds in deserts)
91%-99% Storm (heavy rains, snow storm, dust storm)
100%- Powerful Storm (tornado, hurricane, blizzard, windstorm)
Effects on weather: (Visibility modifiers may apply to special visions and hearing as well)
Abnormal Temperature: Characters not dressed "for the weather" may take a +1 TN penalty to physical checks as the temperature bothers them.
Inclement Weather: Rain, snow, and desert winds can provide visibility modifier of +1, and can cause a +1 TN modifier to drive checks (particularly to handling scores of vehicles).
Storm: A storm can apply a +4 visibility modifier as well as driving TNs. Movement (even vehicles) should be at 1/2 speed.
Powerful Storms: These can cause random debris to fly around, possibly hitting people. Power can easily go out. Visibility should be effectively blind (+7 visibility modifer), and drive checks are at +8 or more. Natural flight (such as for birds or fairys) should be impossible. The visibility modifiers likely apply to hearing checks also, and certainly apply to all "special" visions, like ultrasound and thermovision.
Amnesia
Ha ha! I don't have to make a backstory for you, GM, because my character has Amnesia!
What a great way for the player to avoid a backstory. What a great way for the GM to get even with him for it!
When making up a backstory for a player who has amnesia, you must consider the source of the amnesia.
Repressed Memories: Something horrible happened to the character and was repressed by the subconscious. Less likely with eiditic memory.
Head Injury: Some head injury happened and removed a bunch of the character's life.
Magic Involvement: Somone has erased the character's memory.
Drug Addiction: The character has lost large parts of his memory of the course of alcoholism or extreme drug use.
Cyberware/Bioware: Certain cyber and bioware inhibits the brain's abilities to make memories, and this could be the cause of amnesia.
Disease: The character could be old or have dementia or some other disease that may cause amnesia.
Each of these carries a certain implication: A head injury implies a terrible accident (or combat), while repressed memories indicate a horrible past. Magic means that someone wanted to keep that past a secret, and Drug addiction means the character was/is an addict. Cyberware would have to be intentional or impanted by a company, and may still be there! And diseases, well, they're trouble on their own!
If the player isn't going to choose a source, you can choose one for him. And therein you've provided your own backstory hook.
Some character's aren't happy with their amnesia backstory. Of course, you can remind them that they were free to create their own backstory (even having chosen amnesia!), and their failure to do that was an invitation for you to make your own. Plus, many sources of amnesia represent a troubled past (memory wipe, repressed memory, drug addiction, implanted cyberware) or a troubled present (disease, drug addiction).
Also, eiditic memory might inhibit disease or drug addiction from being a source, forcing you to go with another (maybe worse) option. Eiditic memory might also prevent repressed memories, forcing memories to be wiped via magic or "accident".
Keep in mind PC's day jobs and other details when making backstories. Police and many other corporate jobs to background checks on characters, so the player would be aware of his past if it was something that would show up on a background check, and if they have the same identity, and accident would show up in medical history, as would existing cyberware (hello mind wipe!).
Sometimes you can be a little too cruel, GM, but this should be an encouragement for a PC to write his own backstory, even if the character has amnesia!
What a great way for the player to avoid a backstory. What a great way for the GM to get even with him for it!
When making up a backstory for a player who has amnesia, you must consider the source of the amnesia.
Repressed Memories: Something horrible happened to the character and was repressed by the subconscious. Less likely with eiditic memory.
Head Injury: Some head injury happened and removed a bunch of the character's life.
Magic Involvement: Somone has erased the character's memory.
Drug Addiction: The character has lost large parts of his memory of the course of alcoholism or extreme drug use.
Cyberware/Bioware: Certain cyber and bioware inhibits the brain's abilities to make memories, and this could be the cause of amnesia.
Disease: The character could be old or have dementia or some other disease that may cause amnesia.
Each of these carries a certain implication: A head injury implies a terrible accident (or combat), while repressed memories indicate a horrible past. Magic means that someone wanted to keep that past a secret, and Drug addiction means the character was/is an addict. Cyberware would have to be intentional or impanted by a company, and may still be there! And diseases, well, they're trouble on their own!
If the player isn't going to choose a source, you can choose one for him. And therein you've provided your own backstory hook.
Some character's aren't happy with their amnesia backstory. Of course, you can remind them that they were free to create their own backstory (even having chosen amnesia!), and their failure to do that was an invitation for you to make your own. Plus, many sources of amnesia represent a troubled past (memory wipe, repressed memory, drug addiction, implanted cyberware) or a troubled present (disease, drug addiction).
Also, eiditic memory might inhibit disease or drug addiction from being a source, forcing you to go with another (maybe worse) option. Eiditic memory might also prevent repressed memories, forcing memories to be wiped via magic or "accident".
Keep in mind PC's day jobs and other details when making backstories. Police and many other corporate jobs to background checks on characters, so the player would be aware of his past if it was something that would show up on a background check, and if they have the same identity, and accident would show up in medical history, as would existing cyberware (hello mind wipe!).
Sometimes you can be a little too cruel, GM, but this should be an encouragement for a PC to write his own backstory, even if the character has amnesia!
Magic Security
The corporations have really learned how to use magic to their advantage, and few things can be more advantageous to a mage than knowing his home turf. Here are some techniques you might need to be wary of when breaking into a facility with mages.
Invisible Mirrors
Mages can target optic reflections with magic- so putting a mirror in a hallway is a great way to target people with spells while avoiding gunshots. Of course, this also leaves you vulnerable to spells and gives away your position. Unless, of course, you've made the mirror invisible (or hidden it behind an illusionary wall). Having bypassed the illusion yourself, you're free to target, without being a viable target to the criminals!
Imaginary Walls:
Whether it's an illusionary wall to hide behind, or a real wall you've made invisible AND put an illusion back over, it can hide troops, or give a real wall that a mage can shoot spells through with complete privacy.
Fiber Optic Binoculars:
Sometimes it's simpler (and more cost effective) to have a mage in a control room with fiber optics connecting a variety of binoculars to each room, allowing the mage to comfortably cast magic at intruders from a control room. It may not be easy to manuver the "cameras" around, but then, they don't have time to shoot back, either. Also, being opitcal, they are not fooled automatically by physical illusions spells, which can be helpful. The logical evolution of the periscope.
This is just a small taste, to be sure, but the ability to use invisibility, optics, and/or illusions to grant them the ability to see you when you can't see them makes even the most basic of spellcasters quite a threat!
Background Counts
What better way for mage on mage action is a background count that doesn't affect you, but affects everyone else? There are at least 2 metamagic techniques that allow for this (filtering and virtuoso). By the time they can get someone in there to cleanse it, you've discovered them and are tearing them up.
Invisible Mirrors
Mages can target optic reflections with magic- so putting a mirror in a hallway is a great way to target people with spells while avoiding gunshots. Of course, this also leaves you vulnerable to spells and gives away your position. Unless, of course, you've made the mirror invisible (or hidden it behind an illusionary wall). Having bypassed the illusion yourself, you're free to target, without being a viable target to the criminals!
Imaginary Walls:
Whether it's an illusionary wall to hide behind, or a real wall you've made invisible AND put an illusion back over, it can hide troops, or give a real wall that a mage can shoot spells through with complete privacy.
Fiber Optic Binoculars:
Sometimes it's simpler (and more cost effective) to have a mage in a control room with fiber optics connecting a variety of binoculars to each room, allowing the mage to comfortably cast magic at intruders from a control room. It may not be easy to manuver the "cameras" around, but then, they don't have time to shoot back, either. Also, being opitcal, they are not fooled automatically by physical illusions spells, which can be helpful. The logical evolution of the periscope.
This is just a small taste, to be sure, but the ability to use invisibility, optics, and/or illusions to grant them the ability to see you when you can't see them makes even the most basic of spellcasters quite a threat!
Background Counts
What better way for mage on mage action is a background count that doesn't affect you, but affects everyone else? There are at least 2 metamagic techniques that allow for this (filtering and virtuoso). By the time they can get someone in there to cleanse it, you've discovered them and are tearing them up.
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