Looking to run a game on Skype Instant Messenger. Character creation is 400 BP, low power campaign.
I have no players, at this moment, so all types are appreciated.
The setting will be mostly rural, with corp and criminal influences. There are a few cities within easy reach, and will be used at some point.
Behind the spoiler is the optional rules and house rules I choose to adopt. If you are interested, feel free to PM me.
[ Spoiler ]
Knowledge Skills
- These skills can be used to enhance your active skills, similar to teamwork tests.
Subject to GM allowances on a case-by-case basis.
Background
-Is appreciated. If you can tell the GM what happened to your character's family, that is
a good start.
-Basic descriptions of Contacts is appreciated, as well. Not just their job.
Social Skills
- The beginning of every social encounter will involve an Ettiquette test, and will give a
general understanding of how each character is percieved. Note, if everyone but a face rolls
poorly, the face`s dice will suffer quite a bit for being associated with you.
- Heavy roleplaying is not necessary, but some roleplaying is appreciated. You don`t have
to say everything you do in a socail encounter, but a general idea, within the GM`s interpretation
of the aforementioned ettiquette roll, is required.
Combat
- Movement in combat will be handled at the IP the movement occurs, when necessary for
tactical combat. For movement purposes, combat takes 4IPs. Trolls will move at 3m/IP; Humans,
Elves and Orks at 2m; and Dwarves at 1m. Running, Trolls 7m; Humans, Elves, Orks 5m; and Dwarves
3m. This does not line up with the typical landspeeds in the book, but should provide more real-
istic movements. When sprinting, you use your action that IP, and add an immediate .5m to your
speed.
- In order to provide a more gritty campaign, the optional severe damage is enforced, with
a small change. The test is now an Edge-[wounds-7, minimum 0] (1) test. This will cause more
severe effects to happen more often.
- Whenever armour is bypassed (the attack does Physical damage instead of Stun), the armour used to resist the attack is reduced by one. This can be repaired.
- Ramming will use a slight variation. The speed will be relative to the vehicles. If they
are both travelling the same direction, the slower vehicle will be subtracted from the higher speed.
If the vehicles run into each other head on, the speeds will be added together. Each vehicle will
use it's own body to determine what the other vehicle takes as damage.
- Armour maximum before encumbrance will be Body+str.
- Blast/acid damage: This damage will break/corrode armour when it is used. The armour makes a test against the force (or base damage), and reduces the value by the number of hits (x2 for blast) the armour makes. This modified value is reduced from the armour, in addition to
the effects of damage>armour, if applicable. This only reduces from the impact armour's full value.
Healing
- Body-wound modifiers for physical damage. Body or willpower- wound modifiers for stun
damage. Healing modifiers will also be enforced.
- Heal Spell, et al. These spells will automatically set force at the boxes the target
has taken. These spells may still only be used once between wounds/effects. If the spell's
force exceeds the magicians magic, the drain is physical. If the Force exceeds the Magicians
magic x2, the spell cannot be completed (no drain). The new Drain is F/2-2 for Heal.
Magic
- Direct Combat spells in the meat world will deal only net hits damage. This will limit
their abusability, and allow other combat spells some versatility. On the Astral and in the metapanes,
Direct spells will be F+net hits, as usual.
- Even though they are physical spells, elemental spells are ultimately decided by their
damage types whether they deal stun or physical. This means Smoke, Sound, and Electricity spells
deal stun damage, and Fire, Ice, cold, water, Metal, Sand, Acid, Blast and Light deal Physical.
Lifestyle
- Advanced lifetyle is the preferred method.
Alternate Character types
- Most alternate characters are allowable (fomori, Vampires, Centaurs), however, the Nos-
feratu is banned.
Geas
- Adept Geas is allowable, at the GM's discretion.
Matrix
- Programs are limited in dice to the Logic of the character using them. For example, an
Ork with Logic 2 would only get 2 dice when using a rating 4 analyze program.
Ware
- In order to find a useful place for Adrenaline Pump, and to bring it in line with what I
reason to be it's complexity, I have reduced it`s price to 1/5 of what is stated in the book.
This makes the Adrenaline pump cost ratingx6000.
Edit: Have a mage, a Phys Ad, a hacker, and a Rigger.