QUOTE (Neko Asakami @ Jul 30 2009, 05:57 PM)
My group consists of a Human sniper (gonna adjust the Weapons Specialist in SR4), an Elf hacker (replaced the race on the Orc hacker pre-gen), an elf samurai, and a dwarf demolitionist. I'm stumped on the demolitionist. Besides a few of the knowledge skills (architecture, engineering, chemistry) I have no idea what to do. Suggestions?
Don't worry about it
The player will come up with some way to blow something up. Trust me! If you want to tailor something to him. Destroying a building or damaging a bridge are common demo themes. I did one run during which the team had to destroy a truck while it was in transit between Seattle and Portland, and that involved some careful planting of explosives. There's also the specialization for Demolitions of Improvised Explosives, so you could suggest the player pay for that and then spend his time rigging bullets to open locked doors MacGuyver style, too.
QUOTE (Neko Asakami @ Jul 30 2009, 05:57 PM)
And regarding the 6-Force rule for detecting magic: Is that for anyone or just people experienced with Magic? And what information would it give you?
More info is on p. 179 at the top of the first column in SR4a. Not sure where it is in earlier printings. It reads:
QUOTE ("p. 179 SR4a @ Noticing Magic")
Just how obvious are magical skills? Not very, since most spells and spirits have little, if any, visible eect in the physical world (unless the magician prefers to have ashy eects, or her tradition calls for it). An observer has to notice the magician’s intense look of concentration, whispered incantations, and small gestures. Magicians of some traditions display a more visible change when practicing magic known as the shamanic mask. [...]
Noticing if someone is using a magical skill requires a Perception Test (p.135) with a threshold equal to 6 minus the magic’s Force. More powerful magic is easier to spot with the gathered mana normally appearing as a disturbance or glowing aura in the air around the
caster. e gamemaster should apply additional modiers as appropriate [...]
QUOTE (Neko Asakami @ Jul 30 2009, 05:57 PM)
For a longer running campaign I'd just handwave and say it's been taken care of (unless it was vital to the mission, of course), but I wanna actually play up the pervasiveness of the surveillance for this first bit. Any good suggestions on how to bring it up and make it seem important without dragging down the game?
Take a hard look at what they do and what data might be available to them. Then, have an NPC track them down in a way at an inappropriate time. Make it a character not bent on their destruction but for the purpose of sending a "If I could find you, they can too!" sort of message. Maybe it's even a goon for their employer. Imagine this: they meet Mr. Johnson for whatever job they're doing. He has a taller than average, emaciated ork standing behnd his left shoulder with an obvious datajack over his Adam's apple reminiscent of a Tracheotomy. Mr. J gives them the job while the ork appears to get more and more bored. He's not actually doing anything yet, but let them get as paranoid as you want. Then, later, have the ork track them down at the behest of Mr. J if they're not being careful enough. If they still don't get the picture, have a cop clue into their actions.
It also depends on how quickly they do the job. If they're done with what they're doing in 2 days, it might not be enough time for the authorities to track them down unless they're blatantly obvious about what it is that they're up to.
QUOTE (Neko Asakami @ Jul 30 2009, 05:57 PM)
The combat seemed pretty streamlined to me, compared to a system like D20. When you say that combat will take longer at first, is it just the getting used to the system or is there something I'm missing?
Getting used to the system, mostly. Especially since almost any action has at least two rolls (attack and defense rolls; spellcasting has the original test followed by target's resistance and mage's drain resistance; hacking can be as complex as you want it to be, etc.) it can take a lot of time to complete a turn. Force everyone to learn what they need to make combat faster. I encourage my players to roll their dice in advance and just tell me hits when I get to them, but you have to trust 'em to make that viable. Also, you, as the GM, should always buy hits at the 4:1 ratio. That saves so much time.
QUOTE (Neko Asakami @ Jul 30 2009, 05:57 PM)
Last question. Since the group has no magicians, they're going to be missing out on one of the most important thing in SR, in my opinion. I plan on tossing in at least one NPC mage to make their night a bit harder. Given the group makeup, what spells do you suggest I give him to show off, but not really challenge, this group?
Avoid the direct combat spells. Those can be killer (literally) without counterspelling to mitigate their danger. Illusions are always fun. Have the mage make a doppleganger of one of their team with Double Image or a wall over an alley to hide behind with Trid Phantasm. Manipulations can be good, too, but the mental ones can piss off a player who doesn't like being forced to perform actions at the whim of an NPC. Especially actions like "Shoot your teammate" which can make the game Not Fun.