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Donner
post Oct 4 2004, 06:57 PM
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Initiation.

I am guessing:

(1) Self-initiation is possible, as it's a standard rule.

(2) Ordeals are allowed, since they are standard. Ones involving die rolls would be adjudicated by the ref.

(3) Not possible to start a Group with other players as yet?

Does the above sound about right?
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bitrunner
post Oct 4 2004, 08:44 PM
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1) yes
2) yes
3) correct...i'm working on the mechanics right now - basically, forming a group (any kind of group, not just magical!) will be "sponsored" by a Commando. Magical groups are easy, but there will be social groups, policlubs, and other groups as well (including secret societies). Note that the campaign will still have (soon) magic groups that anyone can join that will not require a Commando, just the GMs witness of any dice rolling and accounting - we will have at least 3 groups - hermetics, shamans, and adepts....

welcome to Ron and Margaret!! (for those that don't know, they first started the convention campaign idea for shadowrun long ago with the beginning of Virtual Seattle - kind of our grampa and grandma ;) )
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Donner
post Oct 4 2004, 09:20 PM
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QUOTE (bitrunner)
1) yes
2) yes
3) correct...i'm working on the mechanics right now - basically, forming a group (any kind of group, not just magical!) will be "sponsored" by a Commando. Magical groups are easy, but there will be social groups, policlubs, and other groups as well (including secret societies). Note that the campaign will still have (soon) magic groups that anyone can join that will not require a Commando, just the GMs witness of any dice rolling and accounting - we will have at least 3 groups - hermetics, shamans, and adepts....

welcome to Ron and Margaret!! (for those that don't know, they first started the convention campaign idea for shadowrun long ago with the beginning of Virtual Seattle - kind of our grampa and grandma ;) )

Thanks for the welcome-- I think. ;) I resemble that statement. :cyber:

One more:

Cultured bioware, per the site rules, is not available for starting characters (things like Trauma Dampeners). Are these allowed after the 'runner has started out, or must they be introduced through missions (scenarios)?
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Donner
post Oct 5 2004, 03:04 PM
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And one more, re Exclusive mods to spells. The spirit of the thing seems to be to let these pierce the Force 6 limit at creation, but the wording of the rules does not actually support that in SR3. You can do 2 things with Exclusivity (same argument for Fetish spells, except the value is -1, not -2) :

(1) Reduce the Karma cost and difficulty to learn a spell by 2, but otherwise leave the spell unaltered;
(2) Have the spell function as Force-2 for purposes of Drain power and determination if it's Physical or Stun drain. However, unlike SR1, where the mod was effectively a "phantom plus" to Force, in SR3 you would have to, if you wanted a Force 8 spell that drained as 6, buy it at Force 8 for 8 Karma and then apply the reducer at Drain. So, a newly-created character in fact cannot do that, since Force 6 is the limit at creation, not Force 8.

Is this interpretation correct? In other words, when the game came out, it was Force 6( 8 ). Now, it's Force 8(6 for drain) if you use Exclusive modifiers.
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RedmondLarry
post Oct 19 2004, 05:26 AM
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Donner, my .02 nuyen: I see nothing in the rules that lets you start with a spell above Force 6 at creation. With Exclusive for cost you can purchase a Force 6 spell for only 4 spell points, but it doesn't let you get above Force 8.
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RedmondLarry
post Oct 19 2004, 05:54 AM
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I'm a Missions GM.
At the end of an adventure, the characters may attempt to purchase items from their Fixer (or Talismonger, or Ares Arms Quartermaster, or ...). I know to make the simple stuff automatic (another 50 rounds of regular ammo for someone with an Etiquette skill). I know to make them roll for difficult stuff (a Kilo of C12 at Availability 10/48 hrs).

Are they allowed to make rolls for "Military Grade" gear (as defined on SR3.274 -- legality categories K,L,M,R,W,Z)? Or is this prohibited outside of special adventures?

Are they allowed to make rolls to locate a clinic that can implant normal cyberware? Do we use the Medical Search Table on MM.143, or something else? Can they try for a Cultured Bioware hospital? For a Deltaware clinic?

I know if they get 1 success acquiring something with 28 day availability, they don't get it till they've marked off four more weeks on their Annual Log sheet. Either they play 4 more adventures before it arrives, or pay a month of lifestyle to jump forward to that time.
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bitrunner
post Oct 19 2004, 01:15 PM
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QUOTE (OurTeam)
Are they allowed to make rolls for "Military Grade" gear (as defined on SR3.274 -- legality categories K,L,M,R,W,Z)? Or is this prohibited outside of special adventures?

Are they allowed to make rolls to locate a clinic that can implant normal cyberware? Do we use the Medical Search Table on MM.143, or something else? Can they try for a Cultured Bioware hospital? For a Deltaware clinic?

Military Gear: Once the game starts, yes, they can attempt to get this stuff. Remember the source though. Are they trying to get military grade cyberware through a regular street fixer? An Arms Dealer contact is going to be able to get weapons easier, but does the character have one as a contact? They can also attempt to get security or military grade gear through their Johnson as part of the pay settlement.

Clinics: Even Seattle General Hospital will implant normal cyberware, as will street docs (for minor stuff). So yes, you can search for clinics that will implant up to Alpha grade cyberware. Note that this is also something that you can negotiate with a Johnson for - many large corporations will have a local clinic in the sprawl where they cover implants.

Beta, Delta, and Cultured Bioware clinics are only available through game play. They will usually be used as payment for a shadowrun.
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Cranus
post Oct 24 2004, 04:25 AM
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QUOTE
Beta, Delta, and Cultured Bioware clinics are only available through game play. They will usually be used as payment for a shadowrun.


By payment for a shadowrun, will it actually be part of a module or do we mean player-negotiated?
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bitrunner
post Oct 25 2004, 11:51 AM
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yes! :P


(but primarily the former...don't expect to be able to negotiate access to a delta clinic unless a) you're dealing with someone who actually has access to said clinic and b) you are at least of Veteran level of Reputation)
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Kax
post Oct 25 2004, 12:28 PM
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That's easy - we won't be able to afford useful Deltaware until we're vets anyway... ;)

[thinks] ~mmmm, delta cyberarms... mmmmmm, delta bone lace...~

:grinbig:
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Dr. Black
post Oct 28 2004, 12:02 AM
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Will runners be able to trade/sell/barter for goods and services with each other. This could lead to a bit of an economy outside of the missions. I understand the potential headaches involved. However, if I am in a game (or at the end of one) and someone has an item they are willing to sell/trade/barter with me, how do we go about doing that?

:spin:
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bitrunner
post Oct 28 2004, 12:18 PM
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just have the GM witness it if it is something that you cannot normally purchase or obtain during Character Creation.

if someone wants to trade a Predator for a PocSec, i'm certainly not going to discourage, monitor, or track that. Just the big stuff...
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Dr. Black
post Nov 5 2004, 06:59 PM
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Not sure if this is the right forum to ask this in...And I dont have the book with me.

In regards to Physical Adepts:

Sustenance (sota2064)- 3hrs sleep. 1 Meal a Day. etc. Does this result in a lifestyle cost reduction?

The adept version of expanded digestion (not sure on the name, sota2064 and M&M), lifestyle cost reduction for that one too? I would think so as the Bioware equivalent has a reduction.

Senses - There are some new "senses" and sense modifications from M&M. Spatial Recognizer, Balance whatever(the inner ear one) etc, Ultrasonic Vision, etc. Are they available as Adept powers?

I understand Ultrasonic vision uses a transmitter. I would think that the adept could duplicate everything except for the transmitter(Adept powers of Ultrasonic Vision and High Frequency Hearing would let the adept hear and then see the ultrasound). If that is the case then What would be the essence/nuyen cost of the Ultrasonic Transmitter in the eye.

Kinesics (spelling? sota2064) - Says you get an extra die per level for charisma related tests. Does this include skill tests with charisma as the base attribute (etiquette, negotiation, leadership etc), or only tests specifically using Charisma dice? Wouldnt that apply to conjuring too? (assuming magicians way adept)

More to follow. :wobble:
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bitrunner
post Nov 9 2004, 10:41 PM
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Well, I can answer some now, but need the books for others:

QUOTE
Sustenance (sota2064)- 3hrs sleep. 1 Meal a Day. etc. Does this result in a lifestyle cost reduction? The adept version of expanded digestion (not sure on the name, sota2064 and M&M), lifestyle cost reduction for that one too? I would think so as the Bioware equivalent has a reduction.


will have to check the book - off hand, i'd say no, because it voluntarily lowers your eating level. the opposite, such as having a suprathyroid gland, REQUIRE that you eat much more, and therefore affects lifestyle cost. this does nothing to REQUIRE you to eat less...but i'll check - I may make it a campaign ruling...

QUOTE
Senses - There are some new "senses" and sense modifications from M&M. Spatial Recognizer, Balance whatever(the inner ear one) etc, Ultrasonic Vision, etc. Are they available as Adept powers?


As was written in your cross post to the main forums, yes, you can use these as adept powers. Except ultrasound...see below...

QUOTE
I understand Ultrasonic vision uses a transmitter. I would think that the adept could duplicate everything except for the transmitter(Adept powers of Ultrasonic Vision and High Frequency Hearing would let the adept hear and then see the ultrasound). If that is the case then What would be the essence/nuyen cost of the Ultrasonic Transmitter in the eye.


this is correct to a point. Yes, you could take an adept ability to emit an ultrasonic screech, similar to a bat...and yes, you could have ultrasound hearing...the problem is that the brain has no mechanism to convert the sound waves into the "pattern recognition" required for sight. in effect, you're not a bat - there is just no area of the brain that is used for this. If you were a bat shapeshifter, then maybe... :)

basically, the best you could do would be to have the two components i've mentioned above (voice/hearing) and use them along with the technical components. for instance, if you had a pair of ultrasound goggles (properly calibrated to your voice's frequency), you could use the voice to project the waves as the emitter portion of the system and have your goggles pick up the echo returns and the computer processor would create the picture. the other benefit is that if you have the ears, you would know when someone is using an ultrasound sight or sensor in the area - duck! :)

personally, i've created adepts with the hearing portion, for reasons i just outlined above...you can always hope that they come out with some sort of cyber/bioware item that will do the processing required for your visual input...


QUOTE
Kinesics (spelling? sota2064) - Says you get an extra die per level for charisma related tests. Does this include skill tests with charisma as the base attribute (etiquette, negotiation, leadership etc), or only tests specifically using Charisma dice? Wouldnt that apply to conjuring too? (assuming magicians way adept)


this was answered in your other thread - used during social situations only during specific Charisma tests - not for linked skills, and not for magic related skills...

sorry i didn't answer sooner - honestly had forgotten because i checked it at work and then was going to check it at home with the books... :)

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Dr. Black
post Nov 15 2004, 06:47 PM
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Couple of Questions:

Which mission marks the official beginning of the 2 year story arc?

When will characters be able to initiate?

When will characters be able to join or form groups, secret societies etc.?

Thanks.
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Zolhex
post Nov 15 2004, 07:23 PM
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Just a shot in the dark but as to becoming an initiate I would think just as soon as you have the karma. Which is alot!

As to groups Bitrunner has stated that they are working up some stuff on 1 (or was it more than 1) group we just have to be patient. Secret societies on the other hand I have no Idea on.
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bitrunner
post Nov 15 2004, 08:27 PM
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Story arc adventures start with SRM01-
the first of which is SRM01-01 Double Cross, which debuted at Gencon 2004.
SRM01-02 and SRM01-03 are currently in edit and will be out soon...

You can self-initiate as soon as you have the Karma requirement met. If you wish to initiate with a Group, you have to wait until the main groups are created (soon) or create your own group through a Commando that will act as your "Avatar" and group sponsor (general house rules for this coming soon also)

Other groups/secret societies: will follow generally the process as above for Initiatory groups. Secret Societies are something that will be created at the campaign level as they are story driven. Policlubs and social groups will be, for the most part, also done at a campaign level, but once you see how they are set up, if you have a good idea for one, you can send it in for approval and you'll need to find a Commando to sponsor the group as the "patron". Once it is approved and sponsored, you can start recruiting other members in-character...
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Donner
post Nov 22 2004, 05:31 PM
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Rich, a question re the calendars. I understand how they work, in principal. However, does the year change to 2065 in 2005, or at the end of the first year of the "story arc"?

If the year switched with the Real Life Year, I foresee the possibility of having 5 or 6 "blank" months at the end of a year (or more). At the rate at which the Green missions seem to pay, it would use up all of my nuyen just to maintain a Low lifestyle, much less actually save to buy anything. While the next "level" up of missions might pay considerably more, if in RL I cannot *play* those missions (because they haven't been released or because of the difficulty of getting to a con or finding a local Commando), then again I have a Big Blank Spot to pay for.

Would it be legit, if that happened, to simply re-do the calendar and presume that the first mission wasn't in "January"?

Of course, if the year change is mutable, this may be moot.
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linei
post Nov 22 2004, 05:38 PM
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I think youre question has been answered before in the thread "Lifestyle Costs" ... you may read it here
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Donner
post Nov 22 2004, 07:00 PM
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QUOTE (linei)
I think youre question has been answered before in the thread "Lifestyle Costs" ... you may read it here

Ah, thank you-- I missed that thread title. And yes, the section:

"players can opt to start doing shadowruns in January if they are so inclined...also, you only have to pay lifestyle fees for those times that you are actively doing something, whether that be adventuring, build/repair, healing, etc. if you are doing absolutely nothing, you don't have to pay lifestyle, upkeep, or anything else..." answers it perfectly. ;)
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Dr. Black
post Nov 29 2004, 06:35 AM
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SOTA Rules - Are they gonna be a factor for SRM?

Also, I have 3 characters wanting to form a group, start initiating etc., is there a Commando out there who is willing to handle this online for us? Can a GM take care of it?
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bitrunner
post Nov 29 2004, 05:03 PM
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Dr. Black-

SOTA rules - if you're addressing the rules for SOTA advancement, no we're not, unless it comes up as part of the story arc...

rules in the SOTA books: yes, as long as they don't say optional or advanced or somehow indicated that they are "extra". so, things like the Lockpicking skill in SOTA:2063 are used...

Forming your own initiation group - send me an email or personal message and let me know your area. i'll see if there is a Commando close by or one willing to sponsor you...
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Donner
post Nov 29 2004, 06:18 PM
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QUOTE (bitrunner)
<<SNIP>>

Forming your own initiation group - send me an email or personal message and let me know your area.  i'll see if there is a Commando close by or one willing to sponsor you...

Ah, excellent. I was planning on setting up a mailing list for a Shamanic group, hoping to include people my character ran with at the last con. It would allow roleplaying, keeping in contact and planning strictures, etc.

"Many Deep Pockets", "Sharn", or other Seattle-based Shamans interested informing an Initiate group, contact me if you'd like to work on it.

Note that, in RL, I live in Ontario Canada,and so would only be likely to go on runs with characters of U.S. players at NE conventions in the Michigan, Eastern Illinois or Northern Ohio regions and thereabouts, or the occasional major con in the Summer. So, if you wish to group only with those with whom you'll get to play a LOT, Donner might not be the best choice for your group.

Ontario awakened runners, of course, let me know if you are interested. I'll likely end up going the Commando route myself, when I have time, but for now I am hoping that the_Dunner might sponsor us.
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bitrunner
post Nov 29 2004, 08:20 PM
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Keep in mind that there will be campaign level groups for those looking to initiate - you don't have to form a group unless you want to or for some reason don't like the main group.

there will be a separate initiatory group for hermetics (including sorcerers and conjurers), shamans (all types) and adepts (mostly combat / stealth oriented adepts). all three groups will have an exclusivity stricture, meaning that you cannot belong to another initiatory group.
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Donner
post Nov 29 2004, 09:37 PM
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QUOTE (bitrunner)
Keep in mind that there will be campaign level groups for those looking to initiate - you don't have to form a group unless you want to or for some reason don't like the main group.

there will be a separate initiatory group for hermetics (including sorcerers and conjurers), shamans (all types) and adepts (mostly combat / stealth oriented adepts).  all three groups will have an exclusivity stricture, meaning that you cannot belong to another initiatory group.

Very good point, Richard, and I did note that these were mentioned in the past. Would you have any idea of the approximate timeline for the Campaign-level groups, or are they introduced in a scenario (in which case, I am not asking for spoilers, so ignore the timeline request)?

Obviously, there are very defiinite advantages to a campaign level initiate group, both for the campaign and the players:

(1) Campaign-- it gives an excellent reason to be running with people that you may have met for the first time at a con-- you could have "known" them from the Group;

(2) Personal-- since there are likely to be at least a half-dozen members, it is very likely that the link would get established instantly, even if only the exclusivity and oath strictures are used. Moreover, there might be a chance for a lifestyle contribution that would get the initiates a far nicer lifestyle than they could afford individually.

So, I am all for campaign-level, too. I just figured that you might be buried in editing and writing, like I am for the system for which I currently do plots and editing. ;)
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