In the interests of keeping SR4 campaign information separate from SR3, I've spun off a new thread.
| QUOTE |
| How is this 4.0 handoff going to work? Is it a straight 400 point build? |
| QUOTE |
| What happens to the Runner's equipment, both mundane and magical? What happens to certed equipment? Will new contact certs be issued with updated stats? |
For those of you who don't mind free advice, a fake SIN is probably going to be one of the most vital pieces of gear you buy. Whether you're fast talking your way past customs officials or trying to subscribe to this seasons All-Pass of Urban Brawl, people will ask to see a little bit of identification.
For a simple Ratingx1,000 ¥, you too can avoid needless search and seizures and get the latest updates on your favorite teams.
or just be a SINner. although i expect that to cause other problems of it's own...
I would say that the ability for law enforcement personnel to track all of your movements and activities would eventually cause problems for a career criminal, yes.
Fake SINs are nice in that they are exactly that, FAKE. If people get close, you throw them away and get a new one.
In the interests of clarity, a list of what is considered to be skill modifications vs. skill bonuses would be nice. Per SR4 pg. 109, the character's base skill cannot exceed 6, and the character's modified skill rating cannot exceed the base skill x 1.5 (rounding fractions down). Bonus dice, however, can cause the dice rolled to exceed the attribute + the modified skill rating. Here's all the modifiers/bonus dice I can think of:
Modifiers to base skill (ie. cannot improve skill beyond base skill x 1.5)
-Improve Ability power of adepts
-reflex recorder bioware
Bonus dice (no limit to additional dice)
-skill specializations
-all foci except power foci
-Kinesics power of adepts
-all positive modifiers in the ranged combat modifiers table on pg. 140 (laser sight, smart link, aim actions, etc.)
-all positive modifiers in the melee modifiers table on pg. 148 (reach, friends in melee, etc.)
-mnemonic enhancer
-medkits
-vision enhancement
-audio enhancement
-spatial recognizer
Does this look right? I'll come back and edit the list if anyone finds any errors or omissions.
A similar list of attribute increasing powers/spells/cyber would be useful as well.
EDITED:
Errata v1.3 revises the text on p109 to clarify how this works.
For programs that are purchased during character creation, do we start the game with the copy protection already defeated, or will we have to go through a few dozen Logic + Software Tests (per SR4 pg. 228, Source Code and Piracy) after our first game to duplicate these programs?
| QUOTE (Corporate Raider) |
| For programs that are purchased during character creation, do we start the game with the copy protection already defeated, or will we have to go through a few dozen Logic + Software Tests (per SR4 pg. 228, Source Code and Piracy) after our first game to duplicate these programs? |
Question from one of my players:
Will the karma gained by rollover from SR3 count into the total karma - used for street cred values - for the new character?
| QUOTE (linei) |
| Will the karma gained by rollover from SR3 count into the total karma - used for street cred values - for the new character? |
Are the rules regarding the design of new or unique traditions on pages 169 & 170 useable within the scope of Missions?
| QUOTE |
| Are the rules regarding the design of new or unique traditions on pages 169 & 170 useable within the scope of Missions? |
so the qualities are now being used in missions?
| QUOTE (Lividicus) |
| so the qualities are now being used in missions? |
I've been asked by one of my players if Karma carried over from SRM3 can be used to Initiate.
So? Can it?
As a general question, are there any restrictions placed on the carrover Karma?
Thanks.
-Greg G
Commando #106
| QUOTE (Regnad Kcin) |
| I've been asked by one of my players if Karma carried over from SRM3 can be used to Initiate. |
| QUOTE (Regnad Kcin) |
As a general question, are there any restrictions placed on the carrover Karma? |
As linei indicated, there are no restrictions at all regarding how rollover karma may be spent. There is one thing to remember though -- all of that karma WILL apply when calculating Table Rating for SR4 Missions.
okay, so it is stated that SRM characters who become addicted to a substance (or BTLs, etc.) are removed from play at that time.
does this mean that the Addiction negative quality may not be taken at character generation?
if so, does that further mean that the premade characters in the SR4 book who have the Addiction negative quality (Combat Mage, etc.) cannot be chosen for a "quick-play" character?
| QUOTE (matblack) |
| it is stated that SRM characters who become addicted to a substance (or BTLs, etc.) are removed from play at that time. |
While not a 'how-to' question, more of a 'how-many-of' I think this belongs here. Is there a limit to the number of characters (i.e. more than one) that you play SRM with?
Was just thinking that it might be nice, when I sit down to play and the rest of the characters are all sammys, that I can play my rigger/ decker/ technomancer/ mage/ whatever instead.
You're welcome to play as many different characters as you'd like. Just, please be careful to keep each of their debriefing logs, karma awards, etc. separate.
this is more of a general sr4 creation question.
is it possible to buy a skill group up to a certain level, then advance individual skills inside of that group (and also take a specialty in one of the individually advanced skills)? and if so, is this allowable during character creation, when using karma, or both? i couldn't find a specific ruling either way, and while it seems intuitive that this is indeed possible, some of the wording in the skills section makes me think that it might not work that way.
-mat
You cannot advance a skill group separately at character creation, but that is certainly possible to do when spending Karma. See the top of the 2nd column on p.264 of SR4 for the complete rules.
Well just to cover all bases is there a page in the rules that says you can't advance an individual skill after buying a skill group up to a certain point during creation?
Or is this just a rule for SRM's?
It's not explicitly stated that you cannot do that, but that was the design intent. Note on page 106 and 264 the comments about splitting the group explicitly refer to advancing after play.
| QUOTE (the_dunner) |
| You cannot advance a skill group separately at character creation, but that is certainly possible to do when spending Karma. See the top of the 2nd column on p.264 of SR4 for the complete rules. |
Speaking of skill groups here is a question say I wanna play a rigger.
I can take a skill group for all the mechanic skills but not for all the pilot skills that seems off a bit.
Yes I know there are quite a few pilot skills but say ground, water, air, & anthro as a skill group?
Just a thought.
Sorry, but adding another skill group would exceed the scope of changes which I'm willing to make for Missions.
Rigger's best friend is skill wires, IMHO.
First Post!
As we now have new books available I have new and old players asking questions as to what's useable for Shadowrun Missions most of which you have covered.
But I have a question we have cyberware and bioware cyber is cyber bio is bio which you have covered.
If you get 2 points bio and 1.9 points cyber the cyber is halved flip it around and the bio would get halved it all goes off of the rule of which ever is gerater again which you have covered.
So now we come to the shiny new book Augmentation which has genetic and transgenetic modifications and nanite modifications.
As I understand it gene stuff is considered bio when doing the math for essance and nano is cyber when doing the math for essance is this correct?
Also are gene and/or nano subject to the rules of grades I.E. normal second hand alpha beta delta?
Just some thoughts.
Not an official Missions Dudeâ„¢, but the canon rules are ...
| QUOTE (Casazil) |
| As I understand it gene stuff is considered bio when doing the math for essance and nano is cyber when doing the math for essance is this correct? |
| QUOTE |
| Also are gene and/or nano subject to the rules of grades I.E. normal second hand alpha beta delta? |
Is there a current FAQ for people wanting to build SRM characters?
Well, there is the http://shadowrun4.com/missions/srm_faq.shtml
Ok so we have errata for Street Magic and I saw this:
“Adept Initiation. Groups may consider allowing adepts
to gain 1 Power Point instead of a Metamagic at Initiation.�
So is this going to be allowed in SRM's?
I ask cause I know I'll be asked at the next event I run more than likely.
Ok with the new news just released I have to ask.................. Are we allowed to make dragons as PC's for Shadowrun Missions?
what new news?
http://www.shadowrun4.com/wordpress/?p=220.
And while I'm not the Dunner: assuming that this isn't a late April Fool's joke, I believe that the entirety of Runners Companion is meant to be optional rules. SRM does not run with any optional or house rules, which should rule that out.
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