Does anyone have guidelines on how much runners (Begining, medium karma, and beyond) should be getting? I think I saturated the group with too much nuyen and now they've got everything they want (except those blasted Foci. I make them wait forever for those to arrive). The character advancement seemed to go far too fast for the cybered characters. Now they're bored with slow and none too rewarding karma advancement. To an extent I know that is the nature of karma, the slow advancement, but that's beside the point...
How much nuyen is too much nuyen? I'm not handing out millions here, but there's stilll a lot out there now.
A place to look for one perspective on this would be the SR Missions adventures. Those all seem to have a variable payoff (and threat level) based on the average karma of the PCs. You could compare the difficulty of their runs to what you've got going, and scale your rewards off of theirs.
Cyber characters will almost always advance faster than magic characters because nuyen typically comes faster than karma. However, Cyber characters will eventually hit a wall whereas magic characters have only the sky as the limit. In the start this can make things seem imba, by the end, its imba the other direction. Usually in the middle (lets face it, where most runners die) its about even.
However, to ease your mind, if you look at the pre-generated scenarios they have on the Shadowrun site you'll notice that runners typically get around 5000 after completion of the mission, not including expenses. (something like 2000 base + (TR x 2000) with net successes in negotiation raising by 500 each per runner) and usually a 1000 nuyen advance/signing bonus if you will.
And remember, ALWAYS be wary of high advances... usually means they are planning to off you in a set-up
Somebody has a sig around here that sums it up quite nicely. It goes something like "Face it, no one is going to shadowrun for less money then they could get by stealing a car once a month and having the group troll negotiate the sale to a chop shop."
Too much money is much easier to fix than too much Karma. For money, just start taking things away from them. Their car explodes. A combat they get into causes some 'ware to break and need costly, surgical repair. The team hideout is hit by a big, big missile.
Once you've got them to a reasonable level (for me, this is "continuous, insurmountable debt"), you can justify lower run reward prices by manipulating the local shadow market. Maybe they started running during a boom that's recently ended, leaving things normal again.
I always think that my reward is somewaht balanced then they go and rob/loot the corpse of every NPC involved. THe fenced valuables sometimes surpass the mission loot.
| QUOTE (Samaels Ghost) |
| I always think that my reward is somewaht balanced then they go and rob/loot the corpse of every NPC involved. THe fenced valuables sometimes surpass the mission loot. |
as far as 30% value yes.
My runner's are never too concerned about Noteriety
This topic comes up a lot, and their isn't much agreement on an actual number. I have a system I use, which works for me (a search on the topic of runner pay would probably find it) but a lot of people felt was too low. Getting the right compensation is sort of a matter of trial and error and also group preference. If people in the group are bored and ready to quit that's a good indication that it may be time to put the game on hold for a minute and have everyone discuss their expectations and come to a consensus on what is reasonable.
well, there are several SR books with a lot of info on what runenrs get paid. In one case, the explain that a johnson lowballs you at 80% of what a job should pay, and is under orders from above not to go over 125% no matter what. Sometimes they pay in gear instead of cash.
Thing is, how a johnson works will depend a lot on if hes corperate, political, criminal, or some other independant. And it also determines what he is going to think is a fair amount of pay.
Overall, i think its best to pay the runners enough to afford their lifestyle and basic costs, or they can get a lower lifestyle and save up for better gear. IF you pay a team 5,000
per runner, then they can either live at middle, or at low with a decent profit. Keep in mind, some of those guys are going to want high lifestyle. Now think about who gets a cut of the johnsons money- does the fixer get a percentage or a finders fee?
I would say, take the money in the SR3 companion, where it lists most jobs from 1,000 to 5,000. multiply by (number of runners+enemys rating). so a 5-man team going against an average rating 3 opposition (predicted niot actual) should get 1,600 to 8,000 each for that run, with a median pay rate of about 3,200. a good rep should improve that even more. some noteriety may hurt (failed to complete mission) while some may help (brutal thugs? heres some wetwork).
The factors to consider, for the GM, is where is the money coming from? is it supplied by the johnsons organization, or is it from a personal account? And even if the adept face did get 20 hits on his negotiation test, there is a very finite limit to the funding availible.
| QUOTE (Samaels Ghost) |
| Does anyone have guidelines on how much runners (Begining, medium karma, and beyond) should be getting? |
The way I see it is that
should be easy-come, easy-go. Sure you can get a lot and a lot of cool toys, but the corps will always have more toys. And remember, if you're risking it, you can break your toys.
When gear starts breaking, they get paranoid about actually using that money on more toys. Personally, I'd encourage them to use
on things other than bigger and better guns. Do personal things, expand your character, maybe take some time playing Mr. Johnson yourself. Upgrade your lifestyle, take time detailing exactly where you live and stuff. Tell me about your hobbeys - do you collect 2045 edition Ares Predators because that was the first production run? Maybe you use your
to buy trid artwork? Maybe you waste it on Awakened wines and asian elf courtesans. Or else cheap beer and cheap ass, and lots of both?
Maybe you funnel it into things you believe are right? Send a wad of c-bills back to your little sister in BumFuck, New Jersey. Go on a climbing holiday, or something.
Shadowrunners aren't just adventuring machines like a D&D adventuring group. Very few Run for the thrill of the Run, and those are the guys I woulden't wanna Run with. Sure it may be exciting, but you also stand a good chance of getting killed. If all you do with your copious
is funneling it into toys, then you need to re-examine your life.
That, or you're a Rigger.
Thank you Serbitar and others. The Serbitar guides and resources are awesome BTW. Kudos on that!
I've been grossly over paying my runners.
| QUOTE (Geekkake) | ||
That's some instant Notoriety, right there, is they callously loot the dead every chance they get. Not only for essentially "playing with dead people", but also because it gives them a certain "squatter air" that would be rather looked down upon in more professional circles. Give them a bad reputation. Also remember, you're giving them time to loot everyone. If there's a bunch of bodies around, there was probably a lot of noise created during the events that caused those corpses to make the transition. That's gonna draw attention. Some of that attention is going to involve sirens. Also, are you making sure you're fencing loot at 30% value? |
As far as the looting goes, I think it depends. Just about any team of runners will happily pick up unrelated paydata that they find during the course of a run, for instance. And if the guards are better armed than you are, or the security mage has some tasty foci, then it makes sense to grab some souveniers and I doubt anyone would look down on that...though security weapons should all be highly traceable, with embedded transmitters, and the runners will need to take precautions against that.
On the other side of the coin, stripping the opposition bare of every piece of salable gear and backing up your van to the loading dock to cart it off is tacky. Especially when it's gear that's commonplace for runners of your renown.
If the Big Bad Shadowrunners cram their pockets with all of the rent-a-cops' cheap 9mms, people will start to question how good they really are at their jobs, that they need to go to that much effort for a small payoff.
the thing is that Comms and what not a are common place. though individually they dont cost much, looting everybody adds up quick. add jewelry, accessories and others and you can definetly make upto the meager wages usually suggested for most jobs (in the 2000-8000 range)
Well, I see two schools of thought on that. You can either have Mr. Johnson pay extra for a no-looting run, or hound them so hotly they don't have time.
Really though, I woulden't be pissed if they scooped up extra comlinks on the way out. Most of them would be crappy rating 1s across the board. Hardly worth selling. Occasionally they'll find a gemstone. If they're taking the time to loot the guards' Fichetti Securities, they obviously feel they're not getting enough money. If they're scooping unrelated paydata or something that looks like a valuable prototype, that's perfectly understandable. They are, after all, in the middle of commiting felonies for money - what's a little extra Grand Larceny?
| QUOTE (Samaels Ghost) |
| the thing is that Comms and what not a are common place. though individually they dont cost much, looting everybody adds up quick. add jewelry, accessories and others and you can definetly make upto the meager wages usually suggested for most jobs (in the 2000-8000 range) |
Screw that, Nim.
Shadowrunners are looking out for themselves, first and foremost. They don't exist as a black-ops team for hire, they're guys and gals of exceptional talent who can't or won't hold a legal job, and who want to make good for themselves.
They're out for
, first and foremost. Screw professionalism. It dosen't (usually) interfere with the job to swipe stray comlinks on the way in or our. When it does, that's a problem; if it does not, no problem.
| QUOTE (ShadowDragon8685) |
| [...] on the way out. Most of them would be crappy rating 1s across the board. |
I always felt that shadowrunners should be well paid. Why would you choose a job that risks your life every day unless the income was something that you could say "yeah, just 50 more runs and I can retire in the carib league".
That being said, not all adventures a group has is a run with pay. Often times they're very low pay favors, freebies, pro bono work, or just being in the wrong place at the wrong time.
From What I read of the Shadowrun Missions they start at 10K
with bonuses and chances for extra income along the way. With a run every week or so. Although this seems just a little low, personally I like to double the payout, but increase costs.
As far as looting goes, a little should be ok. Quick grabs of weapons, comlinks, and other relatively small items should be fine.
As far as large big ticket items are concerned remember that Stealth Tags are 5
for 20 with a signal of 5.
If the equipment was owned by a legit company. The question the runners need to ask is it they can get the loot discreetly to a wireless dead zone, before the Corp reports it stolen and offers the police a donation for it's recovery, if the equipment is worth the companies time and effort.
3rd had suggestions about coverting karma into cash. Was wondering if anyone thought exchanging 5K
for 1 Karma saeemed ok.
| QUOTE |
| That being said, not all adventures a group has is a run with pay. Often times they're very low pay favors, freebies, pro bono work, or just being in the wrong place at the wrong time. |
Opinions on looting vary from campaign to campaign. In some campaigns with some GMs, looting is frowned upon. In exchange the GM sort of informally agrees to see to it that the party is paid well enough upon success that rampant looting isn't necessary. Players and GMs both have to come to an understanding on nuyen/karma progression. 90% of the trick to "leveling up" is purely the management of expectation.
In Geekake's campaign he enforces a very gritty and resource corrosive environment. I never expect to hold on to too much money for too long. After a big payday, we regularly lose large sums of nuyen to "Murphy-Geekake's Law of **** Happens." Thus far our group (specifically, me) has looted almost 50 commlinks. Why? Not for cash. Setting up a secure commlink network for a team requires a lot of commlinks. Even if they aren't high grade, it adds up cost wise. We didn't take them to make money as much as to avoid having to spend money on them in the future.
So I have to make an OOC effort to point out, "Hey, I want to go for this item which costs X in the future." That way they know when you are building towards something, and when you are just hoarding.
the only adventure for 4e I'm aware of gives 10kwith if done right a 5k bonus at the end, so lets say 5 runners you do it right 3k a piece. Not bad considering it is a fairly low threat adventure. Still how many runs a month do people expect runners to do I think 1 to 2. So you make a low lifestyle to maybe a medium lifestyle off of the low end low threat runs. Which seems about right to me.
I basically would say, begining runners can make enough to maintain a low lifestyle with ease or scrape by at medium.(1-2 runs a month equalling about 5 rgeand)
Experienced but not prime runners can make medium lifestyle easily or scrape by at a high lifestyle.(1-2 runs a month equaling about 10 grand)
Prime runners make a high lifestyle. (1-2 runbs a month easily making over 10 grand a month but probably not close to the 100,000 a month of a luxury life style maybe 25-50 grand)
As for looting well as long as it doesn't interfere in the contract its cool IMO. Actually not looting is a bad sign IMO. Pro's look out for oportunities to make cash as long as it wont interfere with there contract.
Now taken to a ridiculous level there can be problems you shouldn't be dragging a sack of loot behind you unless its filled with something absurdley valuable. There comes a point in a carreer where a guns value of 150 nuyen isn't worth the effort to lug it around.
I don't have anything against looting per se, don't get me wrong. I encourage my players to loot, because running in my continuum results in a lot of nuyen sinks. However, I object, from a professional criminal standpoint, to rummaging through blood-soaked corpses in the middle of a newly-created abattoir while one of the team is puking and and another one is hastily muttering an Act of Contrition. For a fucking commlink. Then the sirens start, and your putting gore-spattered handguns in a sack.
No, sir, I don't like it.
Generally, I tend to give out an average of about 3 runs a gametime month, with varying degrees of risk. Much of it is even random as I just wing the whole thing. I tend to write down a general scream sheet, stat blocks for NPCs, and a layout. I level onto the PCs a problem without thought as to how possible or impossible it might be and throw it at them. Its surprisingly entertaining.
Pay is simply on par with how bad they want it, risks involved (that they know of), difficulty and so on. So far it keeps surprisingly close to Serbitars guide (I've never read that section til now.)
Looting is allowed, but the hard part is the fence. First they have to know one in the first place. Then they might have trouble fencing certain items... misc objects(Jewlery, etc) and cheap weapons/armor net you almost nothing (about 20%). Real useful gear gets you about 30% to 50%, but its also useful for the team (never can have enough gadgets.) And easily ID'd gear is insanely hard to fence. You have to sell it for almost free (10%).
Plus its not a good idea to loot if the job needs to be done quietly. Theft opens up larger risks.
Here's what I said last time about SR4 run payments:
| QUOTE |
| The math for stealing Americars (or whatever) looks like this: There are 4 runners in our all singing, all dancing, car theft ring. Assume that each stolen car is worth 10K Y. The characters are able to sell it for 40% value (due to having a long standing connection with the fence, or whatever, I mostly picked this number tomake the math easy). This means that each stolen car nets each of the team members 1000 Y. The Atlanta, GA crime statistics say that there were 5,756 motor vehicle thefts in 2004. Assuming the same number of motor vehicle thefts in 207X and that the team contributes around 1% of this figure, then they would steal around 5 (some rounding here) cars every month, meaning that each team member would get 5K Y a month. For a team of 4 shadowrunners, stealing 5 'basic' cars every month is about as risky as a trip to the local 7-11. So, any run which would pay out less than 1K Y per runner and carries any risk at all is not worth your time. Next, we'll cover stealing a 'almost new' sports car: Assume that the sports car is worth 80K, the team can sell it to the fence at only 25% (hey, sports car parts are harder to move than econo-box parts). This nets each team member 5K Y. For a team of 4 runners, stealing a sports car is still not that risky. So, a run that carries only minor risks (will not involved any shooting, but will involve the acutal commision of crimes) had better pay you at least 5K Y. For most 'exciting runs' where you might have to commit capital crimes, the price had better go up, up, up. |
But why be a runner if you're scraping by? If you go through so much trouble to change you identity, disapear from where ever you came from and then , what, live on the streets? If your job involved people shooting at you EVERY time you went to work would you keep doing it if it only paid enough to get you a low rent crap-apartment and a little dough on the side? It has to be lucrative or else no one would want to do it! Only crazies that need to shoot people on a regular basis would want to.
| QUOTE (Samaels Ghost) |
| But why be a runner if you're scraping by? If you go through so much trouble to change you identity, disapear from where ever you came from and then , what, live on the streets? If your job involved people shooting at you EVERY time you went to work would you keep doing it if it only paid enough to get you a low rent crap-apartment and a little dough on the side? It has to be lucrative or else no one would want to do it! Only crazies that need to shoot people on a regular basis would want to. |
Still, if you're a runner then you've ditched your past life. New Fake SIN and maybe a little cosmetics and you're good to go. New life, no worries. Something crops up and you do it again.
| QUOTE (Samaels Ghost) |
| But why be a runner if you're scraping by? If you go through so much trouble to change you identity, disapear from where ever you came from and then , what, live on the streets? If your job involved people shooting at you EVERY time you went to work would you keep doing it if it only paid enough to get you a low rent crap-apartment and a little dough on the side? It has to be lucrative or else no one would want to do it! Only crazies that need to shoot people on a regular basis would want to. |
Wow, imperialus, that was EXACTLY the type of description I was looking for! Thanks
Haven't read the post (I know, terrible person) but I find that the easiest way to pay runners in a manner that keeps the game going but without them being able to "retire" (and therefore only end up running because you're playing a game) is to figure up what their lifestyle costs are, and look at the number of "runs" you intend to send them on throughout a given month in game. Once you have that, it's a good baseline for figuring out what to pay them. You want them to be able to make rent (unless they screw up
) and have some money left over.
The "money left over" depends on the style of game you're running. Want them to have to save for stuff? Pay them lifestyle plus a little. Want them to be able to upgrade every run? Pay them lifestyle plus a lot.
Yeah, I know, not very scientific. But it has worked for me.
eidolon, that's actually not that bad depending on what those upgrades are....
| QUOTE (Samaels Ghost) |
| Wow, imperialus, that was EXACTLY the type of description I was looking for! Thanks |
One other thing you could do to relieve them of some of their cash would be to suggest that they look at some "matinance costs" involved with being a live runner rather than a dead or arrested one. This may include ditching their SIN's after every run and getting new ones, replaceing their comlinks every couple of months, moving just as frequently and all maner of other little things that come up when you commit crimes for a living.
I keep my players from looting unnecesarily by not giving them time to hang about. They also don't tend to walk around with bags marked "swag" so they don't really have the carrying capacity to collect all the equipment their enemy are carrying
At the moment they've not been running long enough to make many enemies, but as they piss off more and more people it'll become increasingly expensive and paranoia inducing just to keep living.
I would say the average career time of a runner is 5 years.
Assume that a runner does a run every month. Assume also, that the odds to survive a run are 99%. He then has a 55% Chance to survive 5 years. Assume also that he is getting 20,000 Nuyen per run and is living medium lifestyle (5,000 NYen), He then earns 900,000 Nuyen in this time. Assume that he is only savin 50%, investing the other money in cyberware and other runner related stuff, he is getting 450,000 Nuyen, Enough to retire in the caribbean.
As the chance to survice is 55%, every second runner would make it.
Now some other calcultions:
(Further assumptions: Money earned to med retire: 1,000,000, medium lifestyle already subtracted, additional spendings (50%) not subtracted, earns you permanent medium lifestyle
Money earned to low retire: 400,000, low lifestyle already subtracted, additional spendings (50%) not subtracted, earns you permanent low lifestyle)
Average survivability: 99%
Runner half-life:69 month
Income per run: 20,000
Med retirement career length: 67 month
Chance to med retire: 51% (one in 2)
Low retirement career length: 22 month
Chance to Low retire: 80% (one in 1)
Average survivability: 95%
Runner half-life: 14 month
Income per run: 20,000
Med retirement career length: 67 month
Chance to med retire: 3% (one in 31)
Low retirement career length: 22 month
Chance to Low retire: 32% (one in 3)
Average survivability: 90%
Runner half-life: 7 month
Income per run: 30,000
Med retirement career length: 40 month
Chance to med retire: 1% (one in 68)
Low retirement career length: 14 month
Chance to Low retire: 23% (one in 4)
Average survivability: 95%
Runner half-life: 14 month
Income per run: 10,000
Med retirement career length: 200 month
Chance to med retire: 0.003% (one in 28,000)
Low retirement career length: 50 month
Chance to Low retire: 8% (one in 13)
Note that these statistics are not for punks and other low level folks. The statistic starts when somebody starts to do professional shadowruns. The surviability and payed money for low level stuff shold be much lower, as there are much more people who are desperate enough to do it. So the folks who are shadowrunners (s created from the standard rules) already went through a selection process.
BTW: I do not agree with imperialis explanation. Actors only pay with a bad job, runners pay with their life. The chance to retire (low) should be at least one in ten.
I agree with your assessment Serbitar, I think the big difference is I was counting street punks and gutter trash into the equation. They are the reason why so many teams don't make it past their first couple of runs.
I think it really comes down to how you view the world and the runner subculture. If you envision a relatively small number of elite shadowteams being hired for the most lucrative of jobs then Serbitar's assessment probably makes more sense.
On the other hand I'm of the opinion that the only way a shadow industry on the scale that is implied by much of the fluff could evolve with people like fixers, professional Johnsons, street docs, shadowclinics and Shadowland ect. is if there was a constant influx of small and medium time teams that get used as "expendable assets". The corps arn't going to care if the teams they hire die as there will always be dozens more waiting for a chance to replace them. The number of truly elite runners should be pretty small but they are powers in their own right. Their survivability would be really good because they have the resources to keep themselves alive, most runners don't have that kind of pull and that's what gets them killed.
As for what draws most people into the runner lifestyle I choose to emphasize the hopelessness of life if you are SINless. Life is cheep in the barrens and there are a lot of people willing to do just about anything if it offers them the slightest chance to escape the streets. This is a society where you can and will kife someone over a pair of shoes or a soybar. I expect that a lot of young kids growing up in the barrens probably hear a lot of romanticized stories about runners hitting it big that they choose to ignore the other 500 runners that died so that Fastjack could make it to where he was. "It won't happen to me" is a powerful motivator especially when combined with starving, desperate twentysomethings. I expect that the corps secretly encourage this since it redirects anger among the more ambitious SINless and lets them feel like they are actually accomplishing something. Without the ability to go on runs a lot of that anger could turn into open rioting or rebellion.
That's the thing, cybers are can only have 5.999999999999999999999999 essence of cyberware. EVER. Or they die. whereas mages/adepts can have initiation level 43 billion and still not be done advancing.
| QUOTE (Dudukain) |
| That's the thing, cybers are can only have 5.999999999999999999999999 essence of cyberware. EVER. Or they die. whereas mages/adepts can have initiation level 43 billion and still not be done advancing. |
Question: Regarding essence being a limitted factor for high end sammies. Why wouldn't a GM house rule essence can be increase at say one third or one half the rate of a normal stat. Say the sammies have trained their bodies to accept more and more ware overtime. This would keep the players happier knowing there is end point for their character. However it would not make the sammies all powerful.
P.S. This is my first post though I am a longtime reader of the forums.
Generally because it is not canon at all. There are rules for being "alive" below 0 essence, but it involves crazy magic and surgery that are kept highly secret and the result is a cyber zombie that has so many problems staying "alive" you almost wonder why someone would bother.
The previous response was correct, also, but here's another take on it:
Adept abilities (for instance) have a constant cost. In order to get more and more abilities, the adept has to raise their Magic, and eventually will have to initiate in order to do so. The costs of the abilities don't change, but the total the character is allowed to have goes up.
With cyberware, it works in the opposite way: your maximum essence expenditure is a constant, but the essence cost of the ware goes down as you become wealthy enough to afford higher-grade gear. In the short and medium term, the effect is the same: your capabilities increase.
The problem comes in the extreme long term, because the Awakened character can increase their Magic without bound, but the cybered character with 5.99 essence of delta-grade ware is All Done. Given the costs involved, this isn't likely to be a problem at any power level where the rest of the rules still work...if your game goes to the point where this is a limiting factor, other parts of the rules will have already broken significantly
However, if you want to fix it anyway, the consistent approach wouldn't be to let street-sams increase their essence. It would be to introduce gamma-grade 'ware.
| QUOTE (Nim) |
| The previous response was correct, also, but here's another take on it: Adept abilities (for instance) have a constant cost. In order to get more and more abilities, the adept has to raise their Magic, and eventually will have to initiate in order to do so. The costs of the abilities don't change, but the total the character is allowed to have goes up. With cyberware, it works in the opposite way: your maximum essence expenditure is a constant, but the essence cost of the ware goes down as you become wealthy enough to afford higher-grade gear. In the short and medium term, the effect is the same: your capabilities increase. The problem comes in the extreme long term, because the Awakened character can increase their Magic without bound, but the cybered character with 5.99 essence of delta-grade ware is All Done. Given the costs involved, this isn't likely to be a problem at any power level where the rest of the rules still work...if your game goes to the point where this is a limiting factor, other parts of the rules will have already broken significantly However, if you want to fix it anyway, the consistent approach wouldn't be to let street-sams increase their essence. It would be to introduce gamma-grade 'ware. |
True. Rather than reducing the essence cost for the same effect, you could increase the effect you get for the same essence.
Actually, it occurs to me now that we're talking about this that part of the lack of a ceiling on mage advancement is the SR4 spell system, in which you no longer have to learn a spell at a specific Force. It means that when a magician increases his Magic, all of his spells instantly upgrade. It makes the magician that much less interested in nuyen, and takes away one of his reasons to be out making contacts and looking for opportunities.
For the sam to continue upgrading, he needs to find sources of better and better 'ware. The mage with a Magic rating of 15 and 9 grades of initiation still buys spell formulas from the same corner store where he learned his first Stunbolt.
Possible house rule: go back to learning spells with a specific maximum Force. Don't bother charging more Karma to upgrade them, but do require the learning roll and something (some one) to learn FROM.
That can be balanced with Insular mages not wanting to share new spells. Maybe make it so spells are not available on the common market.
If you are a wage mage, you might get taught a new spell as part of your yearly bonus, or some such.
In the shadows, you have to track down a teacher, which takes contacts, and nuyen to grease palms.
| QUOTE (Shadowmeet) |
| That can be balanced with Insular mages not wanting to share new spells. Maybe make it so spells are not available on the common market. If you are a wage mage, you might get taught a new spell as part of your yearly bonus, or some such. In the shadows, you have to track down a teacher, which takes contacts, and nuyen to grease palms. |
True for some, not so true for others... But I get your point. Unfortunately, I like the fact that you don't have to keep relearning a spell at a specific, or maximum force.
So, that fix for me isn't the greatest. Sadly, I do not have an alternative as of yet.
| QUOTE (Shadowmeet @ Jun 20 2006, 03:47 PM) |
| True for some, not so true for others... But I get your point. Unfortunately, I like the fact that you don't have to keep relearning a spell at a specific, or maximum force. So, that fix for me isn't the greatest. Sadly, I do not have an alternative as of yet. |
Going back to Sammies, while Mages/Adepts can only really use their money on spells, foci, and regular equipment then must use ALL their Karma on Magic and Initiating, Sammies are getting Karma too. The difference is that sammies are upgrading skills and attributes.
| QUOTE (Nim) |
| Sure. But with no need to upgrade your spells, there's very little need to ever pick up additional ones. At least at present, the system just doesn't HAVE that many different spells. Your typical mage could probably go their whole life and never know more than, say, a dozen spells...half of which started play with. |
| QUOTE (Shinobi Killfist) |
| Asuuming I start off with 8 of them, that leaves 19 to pick up in game or 95 Karma. Which is quite a bit I'd think. The sam can do quite a bit with those 95 Karma which is imporving the number of dice being thrown, not just massively broadning there options. Of couse the sammie could also pick up some new skills for the broadning the options type growth. |
How exactly do the Karma for Money and Money for Karma rules work? What's the ratio, and can it be done any time, or does it take a short downtime, or maybe a long one?
Just going by the numbers he left it looks like about 1500
to 1 karma.
Using the rule that it takes 2*BP in Karma to buy new advantages.
We go with 2Karma for every 5,000
WHere might one find the rules for such a Karma/money conversion? I have a SR3 handbook that I haven't looked all the way through yet so if it is in there I should be able to find it....
| QUOTE (Dewar) |
| How exactly do the Karma for Money and Money for Karma rules work? What's the ratio, and can it be done any time, or does it take a short downtime, or maybe a long one? |
| QUOTE |
| Karma & Money – The following rules, based on the Shadowrun Companion 3rd Edition, govern nuyen-karma exchanges. Such exchanges can only be made when the character has a significant amount of down time, and only with gamemaster permission. * Buying Karma – Nuyen for Karma exchanges are handled at a rate of 1000 ¥ times the current Karma Inflation rate of the campaign (determined by the gamemaster, generally 2.5). Thus, at the base Karma Inflation rate, 2500 ¥ buys you one point of Karma. Additionally, the player must come up with an in-character justification for the exchange. The character that receives the Karma does not necessarily have to be the one who pays for it. * Gimme Money! – Karma for nuyen exchanges give the character [Number of Karma Spent]d6 ¥ multiplied by the campaign’s current Nuyen Multiplier (determined by the gamemaster, generally 500). The gamemaster will supply an in-character reason for the exchange if the player does not. |
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| Stock – Stock and other investments (money markets, mutual funds, etc.) are handled in an abstract fashion to reduce the amount of necessary record keeping. Characters can invest as much as want as long as they have some legal way to do so (investing requires a SIN), although it should be noted that most multinationals and all AAA’s issue only non-voting stock for public consumption. Most stocks in Shadowrun do not pay dividends, so the only times they become important is when they are bought or sold. When stock is sold, the character (or whoever manages the stock, including market analysis programs or agents) makes a Success test using an appropriate financial Knowledge skill against a random threshold (1d6). Each hit in excess of this threshold per 1,000 ¥ worth of stock sold generates one point of “pseudo-karma” that must immediately be used in the same fashion as the Cash for Karma rules. In order to avoid abuse of this system, gamemasters should require characters wishing profit in such a manner to spend at least one karma point in a normal Cash for Karma exchange in conjunction with their transaction. |
| QUOTE (Samaels Ghost) |
| WHere might one find the rules for such a Karma/money conversion? I have a SR3 handbook that I haven't looked all the way through yet so if it is in there I should be able to find it.... |
| QUOTE (Demon_Bob) |
| Using the rule that it takes 2*BP in Karma to buy new advantages. We go with 2Karma for every 5,000 |
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| Each hit in excess of this threshold per 1,000 ¥ worth of stock sold generates one point of “pseudo-karma” that must immediately be used in the same fashion as the Cash for Karma rules. |
gambling
betting on stuff
high risk investements
ok, thanks
...a week as a 'paid volunteer' in an Aztechnology Esoteric Projects Division research procedure....
| QUOTE (Samaels Ghost) |
| What kind of justification can you give for getting Money for Karma??? Does anyone have examples? |
| QUOTE (Geekkake) | ||
Serbitar has the right of it in this circumstance. The other way, trading in money to get Karma, can be viewed as paying to attend things like spiritual retreats, motivational seminars, and paying for "blessings" from that creepy hoodoo guy who lives in the abandoned brownstone down the street. |
ARGH FORMATTING BAD
But yes, just about anything where you're expending nuyen toward the goal of mental, emotional, or spiritual well-being would be acceptable.
| QUOTE (Samaels Ghost) |
| Does this mean that you not only get money out of trading stock but also Karma? Wait....You invest in stock, go sell it later, then have to immediately spend it on Karma? THat's a little weird... |
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| Nightmare just completed another bit of wetwork, and has some nuyen he wants to invest. He doesn't know alot about investing, but he does have a rock solid fake SIN or three and a pretty wiz market analysis program (an agent - Pilot 4, Stock Analysis autosoft 4) a hacker friend sold him running on his home terminal. Taking the agent's advice he buys 20,000 ¥ of Proteus AG shares and sits on them for a while. A few weeks later his market analysis program chirps his PAN with a prospectis that basically says Proteus AG stock is going to take a hit soon (in the agent's opinion). Nightmare decides to play it safe and sell the stock. Since the agent is the actual entity doing the selling, Nightmare's player (me Since Nightmare is selling 20,000 ¥ worth of stock, the test generates 40 psuedo-karma ([20,000/1000] x 2 = 40). Knowing that Proteus AG's stock is already taking a minor dip due to recent shadow activity, the GM determines that today's Nuyen Multiplier is only 250 but doesn't tell Nightmare's player this. This means, using the Money-for-Karma formula, that the sale will generate 40d6 x 250 ¥. The GM, being a lazy bugger, decides to only roll 5d6 instead and multiply the result by 8 instead of going through the hassle of dragging out 40 six-siders*. The roll comes out to a whopping 12 (96 after multiplying by 8 to mimic 40d6). Therefore, the sale makes Nightmare 24,000 ¥ (96 x 250 = 24,000), a 4,000 ¥ profit which the GM explains as the program taking advantage of a momentary market spike. Since the net profit is so little, the GM decides to be nice a not require Nightmare to spend any actual karma on the transaction. |
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| What kind of justification can you give for getting Money for Karma??? Does anyone have examples? |
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