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bitrunner
Keep in mind that this thread is for Questions about the campaign... smile.gif

there are certainly plenty of threads over on the main Shadowrun forum for discussing this, and how some people think the game has evolved from its roots, etc...i don't want to get into that here...

with that said, I realize that there is a variety of player types out there. therefore, from time to time, there will be a mission that will require a little "mayhem", whether it be a wetwork mission, a "de"construction mission, or something else that requires a big show of force and violence. You will always be able to recognize these from the blurb alone so that you'll know what to expect.

the focus, however, is on the 'typical' shadowrun - the characters are supposed to be shadows, ghosts, unseen and deniable assets that penetrate where others cannot and get out without leaving a trace. basically, most of the missions will revolve around corporate espionage. but why do we do this?? why don't we just use the same skills to break into jewelry stores?? well, you certainly could use your skills that way, but the spirit of the game is that you are helping to ensure that the corporations remain balanced. you are a small cog in a big machine. the governments are, for the most part, ineffectual at controlling the corporations. the Corporate Court only gets involved with major disputes. your jobs as shadowrunners is to stay in the shadows! low profile individuals that help the downtrodden (if you came from the streets) or keep the corps in check - you don't want to let one corporation get too strong, or else it will suppress choice, freewill, and all that good stuff.

that's why soon, in the story arc, you'll be hired by forces (not necessarily DocWagon!) that will want you to do runs against Rose Croix - why? because you can't let them get so powerful that they scrub DocWagon out of Seattle.

As shadowrunners, you're part of the checks and balances that keeps the free market alive. You're just like special ops units and spies that governments don't talk about; the ones that they use to send into other countries to destabilize the economy, promote dissention among the people, and in some extreme cases, assassinate problematic opposition leaders.

it's your professionalism that keeps you from devolving into common theft. you are a cut above - your skills are offered to the highest bidder, and you'll work for money, sure. but there is a difference between taking a job for a drug dealer that requires you to go and rough up some homeless guy that can't pay for his drugs. working for the faceless corps is normally a 'victimless' crime. if you get in, steal a datafile, and get out without having to kill anyone or destroy anything, then you're not 'hurting' the corps - they've already figured it into the price of doing business. but if you go too far, take more than you're supposed to, kill a valuable scientist, etc, then you've started to impact their bottom line, the moral of those that work around them, etc.

it is definitely a fine line that shadowrunners walk, and sometimes it is a moral one. and not to get all mushy about it, but exploring that conflict and moral dilemmas that arise is what the game is all about - what can you as the player learn from the decisions you have your character make??

that is what we primarily mean about playing a "moral" campaign...read the novels - you'll see that conflict, the moral dilemmas, and how the characters come out of it - you're protagonists, unlikely and unwilling heroes sometimes, but it is there for you to read. they don't rob liquor stores in the novels - yes, you're criminals, by definition, but it is a matter of perspective...

...and that's my 2 nuyen.gif opinion...by printing this out and taking it to the local coffee shop with $2, you can buy yourself a cup of fresh hot coffee! cool.gif
Kagetenshi
The fundamental thing here is that they do the corporations' dirty work. They're only "against the Man" in the most hypocritical of senses.

As long as options are given for people to be cold-blooded killers (and better yet, for "moral" Shadowrunners to be on a team with the cold-bloodeds and have to determine what they're going to do about it) and they're not punished for it outside the scope of in-game consequences (for instance, not getting docked karma just because they don't take the non-violent route), I'd say things are fine.

And I think I will print that out and take it with me to the coffee shop, just to see what they say nyahnyah.gif

~J
Donner
QUOTE (Kagetenshi @ Dec 12 2004, 12:30 PM)
<<SNIP>>

As long as options are given for people to be cold-blooded killers (and better yet, for "moral" Shadowrunners to be on a team with the cold-bloodeds and have to determine what they're going to do about it) and they're not punished for it outside the scope of in-game consequences (for instance, not getting docked karma just because they don't take the non-violent route), I'd say things are fine.

<<SNIP>>

One thing, though, from a game mechanics POV: if Karma is also a measure of your professional rep, then doing things that hurt your rep should penalise you Karma, and the current missions out there seem to reflect that.

So if the mission specs allow for force majeure, go to it, and I would think that a Karma loss would be inappropriate (I have written a couple where force is definitely called for, and where "defending yourself with extreme prejudice" is no big deal).

However, if the mission specs say "no collateral damage" and the team decides to open up regardless, it may be good RP for some members (though see the "psychopath" rules GM suggestions on the SRM site), but if you hose the mission parameters, your rep, and therefore Karma, should suffer accordingly.

I have seen instances of that already in the green missions, and I have no problem with it. That said, if my character ever has to defend himself with extreme prejudice, he can be very prejudiced.

As for being on a team with cold-blooded killers, there are both complex and simple solutions, but again one has to be pragmatic about "living campaigns" designed to promote a product. PvP roleplaying, when all parties have goo dseparation of player vs character and have their OOC emotional heads screwed on tightly, can be a very exciting thing and lend zest to a scenario. PvP in anything but "roleplaying a POV or argument"; i.e. PvP taken into actions, is usually very detrimental to the campaign. That's precisely the reason that one sets a campaign "tone" and asks players to subscribe to it. One cannot run a campaign by 3000-person committee, and everyone has a different opinion, as this topic shows.

That's why Rich makes the campaign decisions for us all.

And if the flavour of the campaign is one that a person cannot live with , we all have the consumer's ultimate vote. I've had to exercise it in the past, but not often, since most of these activities are designed to be pleasurable and to promote the products to the widest number of potential customers.
Kagetenshi
But on the other hand, if the mission specs say "under no circumstances may this be allowed to be discovered" and someone stumbles on something they shouldn't have and you go with a weak and unreliable solution like Alter Memory or just threatening them a lot instead of killing them, or better yet setting up a situation elsewhere where a lot of people (one of whom is the stumbler) get killed in an "unrelated incident", the team should hose their rep and karma.

In some situations, violent solutions call too much attention. In others, nonviolent solutions are too damn unreliable, and that unreliability is going to hose your rep far more than gunning everyone down. There's more work for cannon fodder than for someone who can't be counted on to get the job done.

~J
Donner
I agree with this example. It would pose a severe moral dilemma for shadowrunners who wanted to avoid killing.

Of course, one could say that, unless the scenario forced this scene, the runners had already hosed the situation somewhat by not being ghostlike enough on their covert mission. The example is a bit general, though. If some guard burst in and you stunned him or her immediately, and you presumably have your faces covered or disguised, and the guard therefore only knows that somebody was in the facility, with no clue as to what happened...

A lot different form having your naked faces on camera while your hands are in the cookie jar, but frankly your career is likely over then anyway, so why compound it with murder?

I agree, however, that the situation you describe could come up. That's where the runners, if they don't like murder, make one of those life-changing decisions, if they don't have the requisite magic or other methodology to erase memories. And that decision may well be, "Oops, I blew it; Shadowrunner is not what I'm meant to be--- I'll end up having to kill too many people, 'cause I'm no good at this". So stun the guard and run like hell.

Or they can just geek the guy and start their fall to the Dark Side-- oops, wrong game. wink.gif I mean, they end up becoming the monsters that much of society unjustly says that all Shadowrunners are.
Dr. Black
Its funny that we are talking about not being killers, about not being involved in combat situations, when the majority of the game system is designed around very deadly combat.

SR3 Book - Look at the skill web/ err skill lists. Mostly combat skills. What chapter follows the skills chapter. Combat. Then Vehicles, with mostly rules on vehicle combat. Magic is well balanced, as is decking. Legwork/face type duties barely get mentioned. The gear section has alot of guns, heavy weapons, grenades, rockets/missiles, grenades, explosives.

Much of the artwork throughout the core books shows someone in combat, or sporting some heavy ware.

Canon companion is all about combat. Rigger 3, just look at the cover. Man and Machine, same there.

If Missions is supposed to represent what is espoused in the books, then alot of combat is gonna happen. However, it seems that we are to suppress 75% of the printed material and focus on stealth, legwork, face duties.

How many runners have you played missions with used nonlethal weaponry? There is a short list on purely nonlethal weapons. Otherwise its Gel rounds or capsules with some ridiculously expensive chemicals. Have you seen the number of lethal ammo types? (standard, explosive, ex explosive, APDS, AV, Glazer, Mercury, Incendiary, Hollow Point, Tracer, etc.)

Most the people I have played with over the last 7 missions carried lethal weaponry (that includes their ammo choices). It just happens that we rarely entered combat and so far only 2 NPCs have died as a result.

Its a hard pill to swallow in the missions campaign that we are to be invisible and not engage in lethal combat when that seems to be the focus of the main book, core books, and many supplements.

While I agree with Bitrunner, and the Robin Hoodish moral concept, it does not seem in keeping with the written materials.

DB
KarmaInferno
What RPG out there does NOT have most of the rules revolving around combat?

It's the nature of combat itself - it requires more structure than any other part of a game, regardless of genre or setting.

Heck, I play Spycraft - if there ever was a game that stresses NOT fighting MORE than Shadowrun, that one's it. And yet they have detailed man and vehicle scale combat rules taking up most of the meat of the rules.


-karma
bitrunner
remember that now there is a distinction between Karma and Reputation...

while Karma is used in determining one's Reputation, it is not the only source - you can add to Reputation directly, and there is Negative Reputation as well...

some of the Missions adventures already written deal with adding to a character's Reputation score directly and/or giving them "Infamy" points....

Also, remember that most combat is there as a last resort. it is like insurance - you have the weapons, and the skills, but hope you never have to use them...

Since this is NOT the RPGA, we no longer have to depend on having combat - for those that remember, or were a part of the RPGA, their writing guidelines made mention of having a certain formula for adventures, which included one minor combat or puzzle, and one major combat. In Missions, the goal is that you can complete the run without ever having to fire a (deadly) weapon. Narcojetting a guard to get past is one thing - that doesn't count - killing him is another...

A good example of what we're shooting for here (pardon the pun) is what happened in a recent running of Mission Briefing. The team had one character standing at the mouth of the path leading to the building, all by himself - he got hit with just about everything. And in every instance, he kept his cool, and his professionalism - no matter what i threw at him, which was everything but the drones and the Halloweeners, he stood firm - until the police arrived to investigate some strange reports. Even then, after getting the drop on the cops and disarming them, he never fired a shot (he was not stupid enough to kill the cops) but instead took off running and left the mission, rather than endanger it further...a minor slip, but he stayed in character through the whole game and every situation. Even with Rolando, who tried to draw him into a fight, he held his professionalism...
Kagetenshi
There is, for a careful runner, no meaningful difference nearly all of the time between Narcojecting that guard and killing him or her.

That includes the cops.

~J
Gremish
Ok how exactly do i get involved in one of the running campains or missions here i been looking around and cant seem to find a clear answer.... i ben playing SR for 2 years ect as a GM ive loved it but ide like to PC a little bit so here seemed like a good place to start =) TY for anyone who answers
the_dunner
Take a look in the "Play Shadowrun Missions" forum in this thread. People tend to post events that they're running there.

Alternatively, you can check out CommandoHQ and see if any Fanpro Commandos near you are running an event.

Other options are:
A) See if there's a gaming convention in your area. If there is, have them get in touch with bitrunner, and he'll try and get them set up with the adventures to run.

B) Same as A, only do it at a game shop.

C) Sucker one of your buddies into GMing, and get him to download the first few missions
here

I couldn't figure out where you were located from your profile, if it's in the Ohio/Michigan area, drop me an PM, and I can get you some more specific info about events I have scheduled.
TimberWolf
If you're in the Mid-Michigan area, let me know, as I am trying to get a table of the first few at CARP and we have a group who wants to play.
Donner
QUOTE (Kagetenshi)
There is, for a careful runner, no meaningful difference nearly all of the time between Narcojecting that guard and killing him or her.

That includes the cops.

~J

Only if you believe that you're so good that they'll never be able to trace you, no matter what, not even if they decide to use corporate level resources.

It's simple. Stun/narc people and it may not be worth their while to really go to town about working up a dossier on you. Go around killing a lot of people and eventually, everyone may want you dead. You're just too inconvenient and too much of a news item, even if they start off not knowing who you are.

Ordinarily, the corps likely do not cooperate and share info with each other, with the civil government, or with the Feds about your 'runners. Tick off enough people and they may start correlating.

With the resources of a full corporation, if they really, really want to I.D. you and take you put of the equation, they can.
Gremish
Im from michigan =) droping PM now =P
Kagetenshi
QUOTE (Donner)
It's simple. Stun/narc people and it may not be worth their while to really go to town about working up a dossier on you. Go around killing a lot of people and eventually, everyone may want you dead. You're just too inconvenient and too much of a news item, even if they start off not knowing who you are.

If you're a regular, the corps are going to want you dead for the economic damage you did, not the people you killed. The people you stunned/narced on the way in will likely lose their jobs and quite possibly never work in security again, if they let a sufficiently large run go through. Ruining someone's life is even more likely to make you an enemy than killing them, as you already know that they're capable of dishing out some damage if they're working any real security.

~J
Kax
QUOTE (KarmaInferno)
What RPG out there does NOT have most of the rules revolving around combat?

It's the nature of combat itself - it requires more structure than any other part of a game, regardless of genre or setting.

Heck, I play Spycraft - if there ever was a game that stresses NOT fighting MORE than Shadowrun, that one's it. And yet they have detailed man and vehicle scale combat rules taking up most of the meat of the rules.



Heroquest.

The conflict rules are the smallest part of the rulebook (if you discount gear, which is a single paragraph), and handle all interactions and actions: combat, interpersonal, emotional, religious, athletics, magical, spiritual, &c.

And all of that takes up about 20 pages. Including examples.

Magic, religion and so on take up about half the book, on the other hand...

...and this is the system that was ported for a superhero game, which are usually mostly combats. The system handled it very well, according to the GM/converter, and he's still running that game.
Deacon
QUOTE (Kagetenshi)
Ruining someone's life is even more likely to make you an enemy than killing them, as you already know that they're capable of dishing out some damage if they're working any real security.

I look at this topic a little differently.

Security's main goal is not to stop the runners from committing a crime -- security's job is to protect the people and property from damage. Hey, it'd be great if security can nail the runners and keep them from getting away with the latest corporate secret, but if the CorpSec team is too busy making sure that the hostage the runners are holding doesn't die, HR isn't going to fire these guys for doing their job.

The same goes for the cops -- the Shadowrunners are not their primary concern. In 2064, their primary concern are the people who paid them to keep them safe. So the cops aren't out there specifically to nail the Shadowrunners; they're there to make sure the runners don't endanger their clientele, and if they do, then it's their job to keep them from doing this. A smart Shadowrunner can take advantage of this, but only so many times before they prove themselves a danger just from showing up.

If a cop (or security guard) takes a bullet in the course of his job, well, it's what they're paid to do. If a Shadowrunner, fleeing the scene, fires at a Lone Star officer and puts the guy down, then so be it -- the officer's widow gets the bad news, but they're not going to waste time and manpower chasing down the Shadowrunner unless and until that Shadowrunner proves himself to be a danger to the community. Now, this can be done as simply going out and killing cops actively, or it can be done passively by having people die every time you go out to commit a crime.

Now, where does Narcoject (and other non-lethal methods) fall into this? Glad you asked. While Narcoject does prove that you're trying to be a good guy, it does not prove that you are not a danger to the community. A stray shot goes into a heart case or the open window of a truck or car, suddenly your non-lethal methods have proven potentially lethal. And it's not just that.

Constantly escaping from police and security forces does much more than ruin lives. It ruins reputations. If Lone Star can't stop a group of fleeing Shadowrunners once or twice, that's one thing. But constantly escaping means that Lone Star's reputation is going to get dragged through the mud. This means that Lone Star needs to capture your Shadowrunning hoop eventually, if you keep getting caught. Or they might lose something important because of it. Like, say, the contract for security services in Seattle.

So eventually, Lone Star will be going after your hoop, no matter what, if you keep giving them a reason to. All Narcoject does is postpone the inevitable. It is far more preferable to most Shadowrunners that this day never arises -- which is why they prefer the simple, clean, in-out operation with no one the wiser. If you keep gunning down CorpSec and Lone Star, eventually you'll find yourself faced with targets you can't gun down -- drones, adepts with Immunity to Normal Weapons, spirits, mages with Hardened Barrier 20 spells active, things like that.
Elbandit
I am gearing up to run Shadowrun Missions for my home group and I am seeking the Campaign Information Package that was mentioned in the player handout portion of the modules. Can someone point me to the location to download it?

Mostly I am trying to figure out how to fill out those SRM Player activity Logs.

Thanks!
Dark father
Most information is available on the SRM section on the shadowrun website at www.srrpg.com . If you have any additional questions about the logs, feel free to ask here.
Elbandit
Well I was hoping that the Campaign Information Package would out line the game for me similar to the RPGA packets. However here are the questions that instantly pop into my mind:

What determines if the table is Green, Streetwise, Professional, Vetern or Elite? Is it based on thier Karma Pool?

Can Shadowrun mission runners operate as a team and keep a team karma pool?

I noticed on the sample Shadowrunner activity log there was an entry of healing. How long does it take to heal? Is it based on the core rules and the rolls rounded up? Or is there a set time?

I presume only one activity can be performed each week.. such as healing, creating a formula for a new spell, is that true?



Dark father
QUOTE (Elbandit @ Feb 28 2005, 01:21 AM)
What determines if the table is Green, Streetwise, Professional, Vetern or Elite? Is it based on thier Karma Pool?

Can Shadowrun mission runners operate as a team and keep a team karma pool?

I noticed on the sample Shadowrunner activity log there was an entry of healing. How long does it take to heal? Is it based on the core rules and the rolls rounded up? Or is there a set time?

I presume only one activity can be performed each week.. such as healing, creating a formula for a new spell, is that true?

Here are my answers to your questions.

Table levels aren't mentionned in the first scenario. They are usually available at the beginning of the Cast of Characters section. I invite you to consult it, but as an example, your table gets to streetwise level when the average good karma of all the runners is over 20.

Usually runners gets only individual rewards, but in your homegroup I think there is no problem whit a team karma pool.

Healing is thrown as in the rules.

For activities, the week is the base time.
Elbandit
Howdy!

Thanks for the answers, I am happy to see the table level in the other modules.

Got an additional question. Can you seek more than one piece of equiptment at a time in a given week?

I may be thinking too hard about the Activity log but it seems like there is a more to it.
linei
As for Team Karma, consider this:
If you plan on doing SRM strictly according to the rules, so that characters may be used later for playing at conventions or the like, team karma might not be allowed there.
SaintHax
QUOTE (Elbandit)
What determines if the table is Green, Streetwise, Professional, Vetern or Elite? Is it based on thier Karma Pool?

Can Shadowrun mission runners operate as a team and keep a team karma pool?

I noticed on the sample Shadowrunner activity log there was an entry of healing. How long does it take to heal? Is it based on the core rules and the rolls rounded up? Or is there a set time?

I presume only one activity can be performed each week.. such as healing, creating a formula for a new spell, is that true?

Clairifications:

Table level is determined by the average total career karma, as good karma is spent. Just a samantic difference, but to clear up any possible confusion.

Team Karma is not allowed (at this time).

Healing is by the book, and note that there is a minimum lifestyle required for various wound levels.

What you can do in a week, is not set in stone. It's what's "reasonable". e.g. If you are healing a deadly wound, you can assume that you aren't doing anything else. If it's taking you a week to heal a light wound, other activities can be done. A week is the standard unit for time, but that doesn't mean that each action takes a minimum of a week. If you do 2 actions that take 2 days each, both can be done in the same week... it doesn't take 2. If you then play a mission, you just assume that the other 3 days of that week was "wasted" relaxing :). This time is not meant to be an excercise in accounting, like other *cough* campaigns. So, don't break out a calculator if you can just round it in your head. A day or two error won't throw us into a hizzy.

Looking for equipment doesn't take up your whole day, it's a call made to contacts, or a trip to a fence once a week or so. So, yes, Virginia, you can look for a bunch of loot at once. If you roll that it will take you two weeks to get WeaponX, you can even do a run (play a mod) during each of those weeks. You just can't do them w/ WeaponX, b/c it won't be available until 2 weeks are up.

Or, since each time line is personal, and doesn't match up w/ your fellow runners. You can finish a run, burn those two weeks (and lifestyle if needed) and have the item available for the next, even if your chummers don't burn the weeks.

Hope that helped,
+-<:-) SaintHax, uber Staff
Elbandit
Many thanks SaintHax!

You cleared up my confusion. I was apparently thinking about this too hard. Darn RPGA memories!

bitrunner
SaintHax is correct....and remember, you can't use those four letters in that combination here! wink.gif

we're running the simpler, kinder campaign...
bitrunner
as for the table rankings, here is the info you are all anxiously seeking:

Some NPCs may be adjusted based on the composition of the player characters at the table. To reflect this adjustment, a value known as the Table Rating (TR) is used. The TR value can be used to increase the number of opponents, various attributes, skills, or pools, or whatever else is necessary to pose a challenge to the player characters. It can also sometimes be used to determine the pay and other rewards for an assigned mission (so that Prime Runners aren't getting paid 1,000 nY to do a mission)

The TR value can be determined by the predominate makeup of the table’s characters, or by finding the average of all the characters by adding up their Total Career Good Karma and dividing by the number of players. Then consult the chart below to determine the class of the table based on where the average Karma fits.

The TR value is based on the following:

TR Class Karma Range
1 Green 0 - 19
2 Streetwise 20 - 49
3 Professional 50 - 89
4 Veteran 90 - 149
5 Elite 150 - 249
6 Prime Runner 250 +
TimberWolf
So THAT's what that's for. I thought it was the average skill level of players... Oops. So, my table would be green, then, because they were all new characters.... Okay. So I need to fix that on my player's log sheets next time I get the chance...

Oh, and where do I send the Event Summary Report? I know there's an address, but for the life of me can't remember where it is.
bitrunner
you can just post it to me online - just type it in so that it looks like that form - you can just put the "number" for the questions...

for instance (a very short version):

GM Name
GM Address

# Players

Player Handouts: 4
NPCs: 4
Overall Adventure: 5

etc.

bitrunner
yeah, for instance, if the average Total Career Good Karma for the table is 25 points, then the TABLE is considered Streetwise - note that you could have GREEN and PRO (or higher) players at the table....

from that, the pay for the adventure could be TR * 1000 nY per player, so the players would each receive 2,000 nY for their pay...when facing an NPC that has a Karma Pool of TR, that NPC has a Karma Pool of 2.

(note that sometimes things might be based on an INDIVIDUAL's TR, rather than the groups - there might be a time when someone is paid solely on their Reputation, which would be used as if it were TCGK (there are some out there that have gotten higher Reps than their TCGK rating!) or a particularly nasty NPC is scaled based on the highest person at the table)
Mr. Man
So when will SRM be converting to SR4?

Will all of the existing modules be converted over?
the_dunner
Magic 8-ball says:

Ask again later, future is cloudy.
Rieal82
Whats this about SR4??
linei
see here
walks-in-blizzard
Hello everyone, i'm new on this board and not a native speaker.

Please tell me where to send an email to get the runs not available on www.srrpg.com.

I've already send one mail to bitrunner, but i just read that he's out of business or somethin' like that.
linei
QUOTE (walks-in-blizzard)
I've already send one mail to bitrunner, but i just read that he's out of business or somethin' like that.

Well, than you have pretty much done all you can do.

Bitrunner will probably either send you the runs or forward your mail to the appropriate address.
Elve
Since I cant oopen a new thread in this forum...

What can I do to receive the Missions Adventures?
I have written 2 mails already with the points mentioned in the threads around here, but I got no answer...

So what else?

Or can anyone around here just mail them to me? (then PM)

Thx
linei
You may download the first four adventures at the SRM download page.

All other adventures have to be requested.
Answers to these requests may take a while as the post of Missions Coordinator is in a state of flux ... kind of.
Just hang in there ... you should get an answer ...
CrystalBlue
I know this might sound a bit stupid, but could you look over my character here and tell me if I'm getting things right. I'm using the core rules, MITS, and CC to assemble this character. Please let me know if I'm doing something wrong, as the rules listed in the chracter generation topic were a bit fuzzy to me.

Human Fox Totem Shaman
A - Magic
B - Attributes
C - Resources
D - Skills
E - Race

Bod 4, Qui 5, Str 4, Cha 3, Int 5, Wis 6
Pistols 5, Unarmed 3, Sorcery 6, Athletics 4, Stealth 3, Etiquette 3, Biotech 3, Submachine Guns 3.

Physical Camouflage 6, Nova 6, Manabolt 4, Physical Mask 4, Deflect 4, Double Image 4

Browning Ultra-Power with 4 full clips, HK227 with 4 clips, 2 Ares Light Fire 70's with 4 clips, 3 concealable quickdraw holsters, Secure Clothing, Secure Vest.
the_dunner
Looks mostly fine. You still have around 10K to spend on lifestyle, and you'll need to flesh out your two free contacts.
Zolhex
10,015 to be exact to spend on lifestyle, car (public transportation sucks), how about a melee weapon?, some magical gear although a magical library is out for now, silencers? for your guns, Smartlink system and goggles for you, Gloves no need to leave those pesky fingerprints behind.

Just some thoughts cause ya can't really keep the money (at least not all of it).

Anyway as is your character looks good and adds up with room to spare hope to see you in the shadows soon (at least as long as we are on the same side lol).
Fortune
If you aren't interested in Conjuring, you might be better off with a Sorcerer (who can still be a Fox Shaman).
Kagetenshi
No Projection that way.

~J
Fortune
I understand that. It was merely a suggestion based on the minute amount of info we have about the character in question, in case the Player wasn't aware of that option.

In return for losing Projection (and Conjuring), he would get more Spell Points and a different Priority spread.
Kagetenshi
I assumed you would, but if the player hasn't already considered that option they might not be aware of the full scope of its drawbacks (or advantages, to be fair).

~J
CrystalBlue
Hehe. nyahnyah.gif Please explain what you're talking about. Because I don't know. I am a sorcerer, but I didn't know that those options were avalible. I use the NSRCG, so I just picked what I could.
Fortune
A Sorcerer uses Priority B (25 Build Points) for Magic, but can only cast spells. Actually, he can use most of the other Magic skills (like Enchanting or Aura Reading), but does not have the ability to use Conjuring or Astrally Project (although he can still use Astral Perception).

Sorcerers receive 35 Spell Points at chargen, instead of the 25 given to full Mages.
CrystalBlue
But I thought I read that non-full mages could only go up to half their magic value in the force of their spells. Or did I read that wrong? Anyway, would I still be able to fight and defend myself on myself astrally? I know I can only percieve. But I know there will be times I'll be screwed over by astral beings or other mages like that.

Also, I was under the impression that I had to put spell points into spirits to summon them. If that's the case, I'll be hard-pressed if I'm a full mage to actually have some versatility.
Fortune
QUOTE (CrystalBlue)
But I thought I read that non-full mages could only go up to half their magic value in the force of their spells. Or did I read that wrong?

I don't know where you got this idea.

QUOTE
  Anyway, would I still be able to fight and defend myself on myself astrally?  I know I can only percieve.  But I know there will be times I'll be screwed over by astral beings or other mages like that.


You can still Perceive, so you can still cast spells at Astral targets, or fight them physically if they are within melee range, or even use Spell Defence. You just can't actually seperate your Astral being from your physical body.

QUOTE
Also, I was under the impression that I had to put spell points into spirits to summon them.  If that's the case, I'll be hard-pressed if I'm a full mage to actually have some versatility.


Summoning Spirits requires the Conjuring skill. The Spell Point cost in NSRCG is for pre-summoned Spirits at chargen, and is IMNSHO, a total waste.
CrystalBlue
The way I took the definition of aspected mage was to mean a mage that had much more versatility, but could never reach the magic power of a normal mage. Hence why they get 35 spell points instead of 25.

I think I'll stay with full, though. I don't like the idea of limiting my abilities in the astral plane. Having astral projection helps me get places I need to be.
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