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!)
Monday, December 20, 2010
Alignment
Saintly- The runner goes out of his way to help others. He tries to avoid using force at all, and then tends towards nonlethal unless lethal force is the only option. He is willing to fail missions (or abandon them) if he discovers that he is doing something evil. While he's not above stealing information from one company to give to another, he can justify this by the fact that corporations are not people, and there is no moral obligation to them at all. He is the person that might blow cover during surveillance to stop an unrelated spousal abuse in process.
Sinner- The runner cares about nothing except his own agenda. He will fire for lethal, snipe out children, or do whatever it takes to succeed on a mission (unless he doesn't want to do the mission anymore). This is not to say they must be monsters, but they just don't let complications get in the way of their mission. Some may have personal codes of honor or justice they follow, but the core of the sinner is that he puts no special value on life, and may use torture, murder, extortion, or other means to get what he wants.
A runner can have a sinner or saint score based on how he accomplishes his missions. Having a certain level of these scores can provide benefits. For one, you're likely to gain a reputation, with its own benefits and drawbacks, but you qualify for alignment perks based on your score. A runner begins with a Sinner Score of 0 and a Saint Score of 0. The DM tracks this. 100 is the max score in either. Generally as one score goes up, the other goes down.
Powers: You can learn special perks by meeting a certain saint or sinner score requirement. Each power costs 5 karma points to learn. You keep the power even if you later lose the prerequisite saint/sinner points, but you may only "use" it when the prereqs are meant (meaning you don't have to pay to learn it again if you dip below and come back up).
Saint Powers
Luck of the Faithful- (Requires 25 Saint Points): You are blessed with good luck (usually called karma, but for the XP system used). You have an extra point of karma pool that you can use each session.
Blessing of the Holy- (Requires 50 saint points): You can cast the treat spell as if you were a mage with a force equal to your charisma. You must resist drain using your charisma also. If you have sorcery dice you may use that instead if you wish.
The Left Hand of God- (Requires 75 saint points): You may call in a lesser hand of god favor by "burning" 1 point of karma pool. While this is not guaranteed to save your life or get you out of a tight jam, some piece of good luck will go your way to "help" save you. Maybe the enemy runs out of gas, maybe for one turn you get missed by every bullet, but some minor miricle happens. You may use this on behalf of someone else if you wish, though you are the one that loses the karma pool point.
Moon-Granted Wish- (Requires 100 saint points): You may ask for a blessing from your allies. (Non-action) Any ally can then say something inspiring about you, and grant you use of either their karma pool, their spell pool, their combat pool, or they can sacrifice health boxes of damage to restore the same number of boxes to you (meaning that they can take 3 physical damage to heal you 3 physical damage). While the pool dice last only for the round (and must not have been used up by the allies), the damage is as standard damage (as is the healing), and the healing is not limited by how "new" the wounds are. Allies may willingly do this without being asked at any time. Any time this ability is used it costs a point of karma pool, as if you used it, so you must have at least 1 point of karma pool available.
Sinner Powers
Bullet Curve- (Requires 25 sinner points): You may twist your gun in a strange way when you fire, and the bullet will curve, going around cover, or possibly hitting 2 targets with the same bullet. Distribute your dice between 2 targets (if you want to hit 2). The 1st target is normal, the 2nd target grants a +2 TN penalty. If the 1st target dodges or takes damage, the bullet continues to the 2nd target- however if he resists all damage then he also blocks the bullet from going to the 2nd target. If you're just trying to avoid cover, take a +1 TN penalty to the roll and eliminate all cover from the defender. Using this ability costs 1 point of kama pool.
Headshot- (Requires 50 sinner points): You may spend 1 point of karma pool before rolling your action and determine that a given shot will be a "headshot". The shot does +2 power and +1 damage level, and ignores all armor on the part of the target (even if he wears a helmet- you found a weak point in it). The target may use dodge and resistance normally otherwise.
Heart of Evil- (Requires 75 sinner points): You may spend 1 karma pool at any time to make an immediate recover check against any stun damage you have as you demonstrate movie-monster super recovery. This does not help you overcome physical damage, but does help overcome drain. Alternately you can spend 1 point of karma pool to ignore all wound penalties for the round.
Blackguard- (Requires 100 sinner points): You may fire a bullet (or use a melee attack) infused with the power of your own soul. When firing the bullet, you automatically take an amount of damage of your choice. (Up to 10 points, or more if you have overflow boxes). The would penalties do not apply to this shot. The shot bypasses any kind of natural weapon immunity, and automatically deals to the opponant an amount of damage equal to the amount you took BEFORE they roll to resist damage (but only if it hits, if they dodge this doesn't help you).
Friday, December 10, 2010
After The Mission
1) Meet the Johnson
2) Complete the Mission
3) Report success or failure.
That, of course, is the ROOKIE way!
One of the most important parts comes AFTER the mission, because you'll need to do some personal damage control in order to make sure you make it to the next mission.
If the mission is successful, you've probably made an enemy (though he may or may not be aware of who just wronged him). But just like you want your fame to grow so that you can get better paying jobs, high fame makes it easier for a company to find out what running team went on that last run- and to find them.
Likewise, a runner that has plenty of extra cash to spend can come under suspicion by law enforcement. (Odd that after the robbery someone's blowing a bunch of cash!)
The following are techniques ever runner should use to make sure that he's done as much damage control as possible.
1) Launder your money.
You may need to spend that money on legal stuff (like lifestyles). You might be blowing a lot of money, but if the cops think you got that money from your "legitimate business" then what's the harm. Of course, laundering also means paying taxes, so that could mean a 30% decrease to your revenue (10% lauderer's fee + 20% in taxes), but that's a small price to pay to keep out of prison. On the other hand, if you're spending the cash on illicit equipment on the streets, you may not need to worry about that part of your money. (Though a lot of cash spending may help people find you via gather information).
2) Try to deal with your contacts primarily
Sure you might not have a guy who can get you a helicoptor, but if you need to buy stuff you can't get through your friends, you may want to wait a few months. This way time has passed from the robbery to the purchase and it might not bring as much suspicion on you. Your contacts probably aren't going to be chatting about you anytime soon, so they are considered relatively "safe".
3) Know who's hiring you!
If the bad guys do find out about you, they'll do 1 of 4 things. 1) Nothing (let's hope) 2) They can approach you with a do-this-or-else mission. 3) They can hire thugs to go kill you. 4) They can set you up.
If they do nothing, great. If they hire thugs to kill you, that's another issue. However, they can't set you up or approach you for a make-up mission if you don't fall into the trap. Before meeting with a new johnson, do some homework so you know whatever you can about them. You can never be too careful. Of course, you may miss out on great opportunities when johnsons are very secretive and hard to find out about, but if your contacts can vouch for them, or their own reputation preceds them, perhaps a little risk is worth it- just make sure you aren't walking into an ambush. Having a designated person meet with johnsons for you can help a lot!
4) Lay Low!
After a mission, you may want to hide out in a secure place for a little while: it may not just be police looking for you! If thugs can't find you, eventually the company will give up (depending on how big the mission was!). Of course, if you were identified on a mission, this may mean getting a new cover identity!
5) Protection for Pay
Some lifestyle options in other posts provide bonuses to hiding out, laying low, or being safe. Maybe they're a worthwile expenditure. Likewise, burned karma can kill heat on you if it's that big a deal. The bigger friends you make usually come with big enemies too- just watch out!
Remember, the reason they hire shadowrunners is beacause they want someone else taking the risk for the mission, including having "deniable assets" after the mission! If heat never got generated, they'd send employees! Of course, small companies may not have resources to hunt you down, and large companies may have bigger fish to fry- but high profile missions come with high heat- be careful!
Mission Pay
It's been suggested that the costs in the shadowrun companion are too low- that they are comperable to day jobs, so why should a shadowrunner do shadowruns instead of getting a job? First of all, there may be a variety of reasons a shadowrunner doesn't get a day job: Some runners (like Shapeshifters) have no rights, they may have no SIN, they may be hunted, have a criminal SIN, be abrasive or otherwise unemployable, and even if the monthly pay is the same, the hourly contribution per month is much less. (Of course, shadowrunning might just provide supplimental income to an existing day job, rather than being a replacement for a day job.) Besides, he might not be shadowrunning for the money, he might be running for the thrill, prestige, contacts, a favor to friends, or to "stick it" to a specific company, or out of some moral obligation.
Then there's the matter of Fame and Reputation. No one is going to hire a stranger to steal a secret prototype weapon from Aztechnology and trust that they'll deliver it back to them fairly, when they could auction it amongst other companies, or just betray them to Aztech for quick profit. Thus, a runner needs Fame to get those high profile missions.
The next issue is how payment is made: pay per person, group pay for a mission, payment in form of cash, credsticks, equipment, favors, goods, vacations, hotel stays, lifestyles, etc. In the RP world, all of these can be great sources of mission reward. From a mechanics standpoint, equipment costs money, and varied lifestyles require various amount of upkeep. Thus "cash is king", and PCs may be quick to cut each other out of the mission if it provides a group pay rather than a per person price.
The way I run my own campaigns is as follows: Newly created characters are runners without much (if any) of a successful shadowrunning history. As such, they are forced to rely on their contacts to get jobs, which are usually low pay (or paid for in favors- like gaining extra contacts, equipment, etc). These jobs provide fame and reputation.
With Fame and Reputation come referrals to bigger and better jobs. (Just like in Grand Theft Auto!). These better jobs pay much better. You have to work your way up, and in the beginning you may have to settle for cut rate equipment or lower lifestyles to make ends meet, but once you're getting up there you'll more than make up for the initial investment of effort with missions that pay very well.
Remember, you might not think it's worth it to mug a guy for $500, but who wants to pay you $5000 to mug some guy? (Or worse, $5000 per person!).
Sometimes the Johnson is testing you also. There may be negotiation room, or maybe this is a "first we try, then we trust" mission, where he wants to make sure you won't betray him or screw things up before he gives you the real missions.
In any case- even if the mission is low pay, PCs are encouraged to go with the low pay at first (just like in D&D), and trust that as they level up they will have access to more money. Remember, not all starting characters need to be able to afford full ruthineum.
Tuesday, December 7, 2010
Fame and Reputation
This is really three types of scores:
Fame: How recognisable a runner is.
Reputation: The runner's noteriety (are they known to be cruel, effective, etc.)
Factional Affiliation: The runner's association with a given company or group.
Fame:
Runners usually try to avoid unwanted attention, but that doesn't mean they don't want their name (at least their running name) out there for johnsons to know about. Every successful mission can grant +0 to +2 to a runner's fame, based on how high-profile the mission was, and how good a job the runner did. Failed missions can grant -1 to -2 depending on the severty of failure and the ease of the mission (easier missions have a greater penalty for failure). Runners with distinctive style and/or distinctive features gain an addional point of fame for each such edge.
When someone sees the runner (through their disguise, or hears their name, etc.) They can make a knowledge(shadowrunners) check: TN (12 - runner's fame). Success indicates they've heard of the runner, and extra successes indicate they have heard of specific runs. Certain other knowledges can suppliment this as appropriate to the runner's past, and people can default to intellgence if they don't have the knowledge check. Once they recognise the runner, they become aware of the runner's reputation.
Factional Affiliation: Runners can earn factional affiliation points by doing missions for a given faction, and lose affiliation points by doing missions for an opposing faction. The GM determines what factions exist and who their opposing factions are.
A given faction can be Allied, Neutral, Astranged, or Opposed to your given faction.
Allied: This faction is friendly with your faction. Parent companies or subsidiaries to your faction may be considered allies, while allied gangs are certainly allied also. Mitsuhama and the Yakuza may be considered allied.
Neutral: This faction could care less about the other. Most megacorps are neutral to most gangs or law enforcement agencies, for example.
Astranged: Not enemies, per se, but not neutral either. This faction may distrust you due to your reputation with the given faction. For example, many small businesses may be astranged from the mafia, who is known to extort money from businesses. Most megacorps are considered astranged from each other.
Opposed: These groups outright hate each other. While this might not go as far as gang warfare, it might. Most major criminal sydicates are considered opposed to each other, if not astranged.
Factional Points: When completing a mission for a given faction, you get +1 to +2 factional affiliation with that faction. Completing a mission for an opposed faction gives you -1 to -2 to this faction. Completing a mission AGAINST a faction may give you -2 to -3 with that faction.
Gm decides if a mission is worth 0, 1 or 2 faction points. The higher profile the mission, the more points it's worth.
0: This has little bearing and doesn't affect the faction much.
1: Gain +1 faction points on successful mission, -1 to all opposed, and -2 to any faction this is against.
2: Get +2 FP on success, -2 FP to all opposed, -1 to all astranged, and -3 to any faction this mission is against.
Certainly you can manage faction penalties by doing missions for various factions.
Example: Completing a mission for the mafia might give you +1 affiliation with the mafia, and -1 affiliation with all other criminal syndicates. If the mission was specifically against the yakuza, you might get an extra -2 or -3 in affiliation to the yakuza as well.
Effects of Factional Points: Every 5 points of affiliation is a faction rank. (1-4 = 0). Each rank of factional affiliation gives you benefits and penalties.
-20: You have become hunted by this orginization and they will go out of their way to screw you over. They will not give you missions, unless it's a betrayal. They will put hits out on you.
-15: You get +4 TN penalties to dealing with this orginization, including getting missions from them. You cannot get rank 2 missions from them. They will happily betray your illegal activities to athorities.
-10: Get +2 TN penalties to dealing with this orginization, including getting missions from them.
-5: Get +1 TN penalties dealing with this orginization.
0: No bonus or penalty associated with the faction
5: They will seek out out actively for future missions.
10: -1 TN bonus to dealing with this orginization, may get better mission pay or be privvy to some semi-classified mission data. You can start getting R2 missions regularly.
15: -2 TN bonus to dealing with this orginization, can usually get a squatter or low lifestyle with the orginization as a place to "lay low".
20+: You are in deep with the organization- they may get life insurance policies on you, actively seek you out for missions, you may be privvy to classified info, high or even luxury lifestyles paid by the company, and +2 dice for all skills relating to this organization (knowledge, requisition, negotiation, etc.).
Reputation: Not a score so much as a "Title", the kind of reputation the runner is known for. The runner may have multiple reputations, each which may provide a ceratain bonus. Reputations are easily lost and gained. They are grouped in such a way that a runner can't have multiple reputations from the same group (though he might have none from that group). Any mission might lose a rating and/or gain another. You need not have a rating in a given group. (You might not be known as especially competant or incompetant) and different factions may have different impressions of you than the shadowrun community as a whole.
Skill Rating
Incompentant: If the runner is known for botching rolls or failing missions. +2 penalty to TNs of all social skills involving johnsons or others in the shadowrunning community.
Competant:The runner is known for completing missions, or for having great skill in a given field. -1 TN bonus for social skills involving johnsons or others in the shadowrunning community when the skill in question is useful for the mission.
Kind: The runner goes out of his way to help others. +1 die for diplomacy tests to convince people to help him. +1 TN penalty to intimidate checks.
Cruel: The runner is known to be callous. -1 die for diplomacy tests to persuade people to help him.
Maliscious: The runner is not above torture or murder if it's convenient. -1 TN bonus to all intimdate tests if they know his reputation.
Bleeding-Heart: The runner is known to help others or seek peaceful solutions above all others, perhaps even to his own detriment. +2 TN penalty to any attempt to intimidate and bully
Honor
Honest: The runner has not been *caught* lying, and is known to follow his word. +1 die bonus when attempting to negotiate for up front cash during missions or to lie to people who know his reputation.
Dishonest: The runner is a known liar, braggart, or thief. +1 TN penalty when attempting to negotiate for up front mission pay or lie to someone who knows this reputation.
Trustworthy: The runner is known to keep the spirit AND letter of his word, never revealing company secrets, making sure not to cause extra trouble for the company, and being honest with employers while not being afraid to decieve targets to accomplish missions. -1 TN bonus when attempting to negotiate for up front cash or other perks(like requisitions) during mission assignments.
Secrecy
Silent: The runner is known for keeping secrets. +1 die bonus to get more information out of johnsons regarding the mission details or to convince someone to share secrets.
Gossip: The runner is known for blabbing details to others. +1 TN penalty to get johnsons to share more info or to convince others to share secrets. However, get +1 die to gather information checks made in large groups.
Strength
Weak: The runner has dropped or has low physical skills. +1 TN penalty to bully or intimdate, or to convince others to back down from a fight. -1 TN bonus to avoid being attacked first when in a group of stronger looking people.
Strong: The PC is known to shrug off damage, have high physcial skills, or otherwise be a battle behemoth. -1 TN bonus to bully, intimidate, or talk others out of fighting. +1 TN penalty to avoid being attacked first (especially by snipers). This may include people with high magic combat skills.
Leadership
Careless: The runner doesn't care much about the mission other than the paycheck. He may go off on his own a lot, argue with johnsons, or follow the exact letter of a contract. To some organizations this is a perk +1 die to negotiation with such, to others it's a flaw: -1 die to negotiations.
Motivated: The runner gets involved with other items as they come up that may not have been mentioned in missing briefs (rescuing hostages instead of just killing bank robbers), and tends to do things in line with the desires of the company he's working with. +1 die to negotiations.
Self Motivated: The runner gets invoved with other things as they come up, but does things based on his own motivations, not his employer's. He might rescue people the employer doesn't care about (or would rather disappear), possibly bringing risk to himself and/or his employer and/or his team. +1 TN penalty when negotiating with johnsons and getting missions from people who's motivations don't already match the runner's.