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> SR4 Character Creation Questions, Splitting off a new thread
the_dunner
post Dec 9 2005, 04:28 PM
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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?


Yes, it's a straight 400 point build. Once the character is constructed, players may then spend Karma earned in SR3 Missions adventures to advance their SR4 character.

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?

  • It's Gone, re-purchase it when building the SR4 character if you still want it.
  • It's Gone, there are significant changes in campaign focus between SR3 and SR4.
  • No. For reasons that will be revealed soon, certed contacts will not carry over.
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BishopMcQ
post Dec 31 2005, 05:31 PM
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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.
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Jaid
post Dec 31 2005, 05:34 PM
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or just be a SINner. although i expect that to cause other problems of it's own...
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BishopMcQ
post Jan 2 2006, 03:12 AM
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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.
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Corporate Raider
post Jan 3 2006, 01:07 AM
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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.
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the_dunner
post Jan 3 2006, 01:19 AM
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EDITED:

Errata v1.3 revises the text on p109 to clarify how this works.
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Corporate Raider
post Jan 30 2006, 07:37 PM
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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?
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the_dunner
post Jan 30 2006, 07:44 PM
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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?

Since, depending upon the threshold and the PC's skills, they can fail this test (and with enough botches effectively erase the software) , I'd rule that they are copy-protected at start. However, if a GM is particularly benevolent, players may have the option to discuss it with their GMs directly.
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linei
post Feb 17 2006, 04:28 PM
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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?
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the_dunner
post Feb 17 2006, 05:45 PM
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QUOTE (linei)
Will the karma gained by rollover from SR3 count into the total karma - used for street cred values - for the new character?

Absolutely.
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stevebugge
post Feb 24 2006, 03:06 AM
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Are the rules regarding the design of new or unique traditions on pages 169 & 170 useable within the scope of Missions?
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the_dunner
post Feb 24 2006, 03:22 AM
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QUOTE
Are the rules regarding the design of new or unique traditions on pages 169 & 170 useable within the scope of Missions?


I'd prefer not to do that. I'd encourage players who want to play another tradition to wait for Street Magic (which should include some new traditions).

If you absolutely positively have to do a non-standard tradition, then you'll have to take it up with your GM. The problem is that this is open to a bit of abuse in optimizing resistance stats and choosing spirit combinations.
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Lividicus
post Mar 24 2006, 03:17 PM
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so the qualities are now being used in missions?
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the_dunner
post Mar 24 2006, 03:34 PM
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QUOTE (Lividicus)
so the qualities are now being used in missions?

As qualities are a core part of SR4 character creation, they are used in the SR4 Missions campaign. Without qualities, it wouldn't be possible to play a magician, adept, or technomancer.
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Regnad Kcin
post Apr 25 2006, 07:49 PM
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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
:cyber:
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linei
post Apr 25 2006, 08:09 PM
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QUOTE (Regnad Kcin)
I've been asked by one of my players if Karma carried over from SRM3 can be used to Initiate.

Carry-over karma is simply added into the karma of the new character. If the character wants to initiate, why not?

QUOTE (Regnad Kcin)

As a general question, are there any restrictions placed on the carrover Karma?

As far as I know: none.
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the_dunner
post Apr 25 2006, 08:50 PM
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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.
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matblack
post Aug 18 2006, 04:23 PM
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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?
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the_dunner
post Aug 18 2006, 04:27 PM
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QUOTE (matblack)
it is stated that SRM characters who become addicted to a substance (or BTLs, etc.) are removed from play at that time.

I should clarify that on the web site. A mild addiction is certainly acceptable. It's when a PC gets to the latter stages of addiction and it needs to be a central focus of the adventure that it's an issue.

So, a mild to moderate addiction is perfectly acceptable as a PC flaw.
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Black Jack Rackh...
post Aug 22 2006, 03:28 PM
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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.
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the_dunner
post Aug 22 2006, 03:50 PM
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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.
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matblack
post Aug 24 2006, 12:51 AM
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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
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the_dunner
post Aug 24 2006, 03:52 AM
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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.
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Zolhex
post Aug 24 2006, 05:35 AM
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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?
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the_dunner
post Aug 24 2006, 11:56 AM
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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.
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