Hey guys, its Skyekicker here and I would like to try my hand in running a game of Shadowrun.
First I guess I should announce what kind of GM I will be. First off I think moral characters are more interesting than immoral characters and I'm not talking about lawful stupid pallys either. I'm talking about characters who balance their needs with the needs of others. A morally ambigous desicion here and there won't hurt but acting like a sociopath will get yourself killed like the dog you are. Second I prefer role-playing to roll-playing. Because of this I will being the dice myself, firstly so I can keep secrets from you like when you are about to be ambushed and secondly so I can modify a die rolls if need be. Third I don't want to control your fate. If you can build a character with an interesting history, I will use that character's history. Hell if you can give some interesting ideas on a plot twist that will make the game interesting PM me. This not only makes the job easier for me, it makes it more fun for you.
When you guys create a set of characters, one being your shadowrunner, several being contacts, and any other characters you would like to show me, give me a background. The NPC's only need a two to three paragraph description while your shadowrunners need to have at least a page describing them. A general set of guidlines are down at the web pages below.
http://shadowrun.dnaco.net/thirtytwo.shtml
http://shadowrun.dnaco.net/bgexample.shtml
Now for the campaign idea. The Neuromancer campaign revolves arround a girl named Leonard Thomas who is the focus of project Neuromancer. Leonard was given a special piece of Bioware that gives her the abilities of a Technomancer and she is the first to survive the installation. Here is the problem. Leo never signed up for the operation. Leo came into the hospitol just to have a commlink installed and would rather return home to her family than anything else. The problem if Leo did return home is she not only would be captured, the corporation who did this to her would be forced to kill her parents to keep secrecy. The only way Leo can return home is to expose project neuromancer.
I would like one of the player's to take on the part of Leo while the other players will play the shadowrunners she accidently meets up with after she escapes. At first the shadowrun team will just think Leo is a a young Technomancer in over her head until they learn about project Neuromancer. By then the group should of accepted her as one of their own and will try to help her as much as they can afford to. Does this sound like an interesting campaign?
Game Time
Starting January 17th I would like to have this group play on every Tuesday and Thursday at arround 5pm Arizona \ Mountian time. Hopefully we can get ourselves into gear by then.
Character Build
Increasing Physical and Mental attributes costs 6 bp
Maxing out Physical and Mental attributes costs 15 bp
The maximum you can spend on Physical and Mental attributes is 120 bp
Special Attribute bp costs are unmodified.
A character must have at least a number of contact equal to their charisma rating.
A single contact's connections and loyalty ratings cannot total over seven.
Each contact must have at least a connection rating of two and a loyalty rating of 1.
Contact Build
Each contact will be built on a number of bp equal to his connection rating * 100
Set at least 5 bp aside for each point of charisma the contact has.
The bp set aside will be spent by the gm to buy additional contacts.
House Rules
The total hits on any test are limited to no more then the characters Skill rating.
Edge can only be used on skills you have or skills that you can default on.
When edge is used, increase the total hits you can acquire by the edge's rating.
The character may only default on an action if they spend a point of edge.
Specialization is not allowed.
A contacts loyalty rating works like the tasks owed to by a spirit or sprite.
Each time you ask a contact for a favor his loyalty rating will decrease by one.
Each time you do a favor for the contact increase his loyalty by one.
When a contact's loyalty rating reachs one, he owes you nothing.
Also the higher the connection rating of your contact the harder the contact is to get a hold of.
Whenever you try to contact this character roll a dice.
If the value of the roll is higher then or equal to the contacts Connection rating you get a hold of him.
P.S. Any comments or suggestions.