QUOTE (Shadowfox @ Jan 8 2009, 02:30 AM)

New Questions:
1)What happens on a regular glitch and a critical glitch of a reaction test from trying to dodge a bullet (or any opposed attack test for that matter)?
Glitches' effects are generally up to the GM.
A glitch should be mostly inconvenient (even though it can lead to extremely dangerous situations indirectly), a critical glitch should be directly threatening.
Glitching could mean that you did not only not dodge the bullet, but also fell over and probably hurt an ankle in the process.
A critical glitch could mean that your attempt to dodging actually exposed a more vulnerable area so that a piece of armor would not apply on the damage resistance test or that maybe even the base damage gets increased.
It would also be possible that the dodge attempt maneuvered the character into a dangerous position, depending on the battlefield.
He may lose cover, fall off an edge and so on.
Depending on where the rest of the team stands, he could also expose one of his teammates to fire instead (this can lead to arguments if you don't use a battle map).
When dodgin weapons with a blast radius, it may actually bring him closer to the explosion and so on.
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2)What happens on a regular glitch and a critical glitch when trying to resist damage?
Damage resistence glitches generally represent really hurtful injuries.
Strongly bleeding wounds (additional boxes of automatic, unresisted damage per round until the wound is treated), twisted or broken limbs (unable to use an arm, drastically lowered movement rate), contussions (apply confusion penalties from the Toxins chapter), a cut above the eye (negative modifier to visual perception tests and partial cover modifiers for opponents until the wound is sutured), damaged cyberware, hurt or destroyed organs, excruciating pain (higher wound penalties) and so on.
Augmentation lists a lot of these effects.
Again, severity should be based on the type of glitch.
A normal glitch may lead to a sprained wrist, a critical to a broken arm.
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3) To cyberguns show up on mad scanners? I'm assuming no since the text says they make them from non-metallic things.
I'm wondering how hard it is to tell if someone has a cybergun installed, if at all.
Cyberware scanners could detect them as well as other pieces of ware.
This depends on the grade- standard cyberware is much easier to detect than cutting-edge delta implants.
Bioware doesn't show up at all.
Another possibility would be a physical examination of the limb, checking for a potential barrel opening in the palm and so on.
This might actually require some Cybernetics knowledge on part of the searcher, as the gun would most likely be well hidden.
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4) Related to the previous, if you have cyberholsters with guns in them, does being in the cyberholster give them any help against mad scanners? I'm wondering how hard it is to tell if someone has a cybergun
As well as with cyberguns, the fact that cyberlimbs usually do contain metal is a very good excuse why the scanner gives an alarm.
There would be a magnetic anomaly, but it would be explainable.
If the character appears convincing, lower-security areas may easily wave him through.
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5) Will lone star care about cyberware on the same level as unlicensed guns? How about regular shadow citizens?
Depends on the legality of the stuff.
There's a lot of legal ware which is also carried by law-abiding citizens.
Lone Star will not care about your cybereyes or implanted commlink.
Some ware is considered restricted, which means that you need a permit just like a gun license.
Other stuff is flat-out illegal, military hardware and the legal equivalent of carrying an LMG or somesuch.
No permits for that.
This is indicated by a letter behind the availability rating.
An R stands for restricted, an F for forbidden gear.
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6) Considering I've never GM'd before, how difficult should I make it to get away from lone star officers? Lets say your in a bad part of town and a lone officer or two officers approach you and you either shoot them and run or just run, how hard is it going to be to get away? In moder society, it's sometimes seems impossible to win a hot pursuit chaise once helicopters are involved.
This depends entirely on how you want to play.
Like an action movie, with a good chance to escape and lots of explosions?
Or more realistic, with more planning and stealthy, subtle tactics, avoiding unneccessary attention instead of blowing stuff up and shooting people.
Both can be extremely fun and the games allows for and supports both approaches.
Talk to your group to find a way of handling things you all enjoy.
After you have gotten used to it, you may want to try a run that obviously requires to do things the other way, there's ample opportunity for both.
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7) One of my soon to be players asked about safe houses. Can you purchase them? How do they work exactly, is it just some place you can run that is off the radar?
Yes, you can purchase or rent safe houses.
Runner's Companion includes, besides a lot of other options, ways to customize the lifestyle of the player characters- for starters, let them just purchase an additional lifestyle and talk about what the place is like.
Is it a hidden shed in the mountains?
A place operated by a crime syndicate or official organization that is actively shielded from surveilance by a security hacker, bodyguards in front of the door and stuff like scramblers and wireles-blocking paint?
Or an appartment in a quiet, inconspicious neighborhood where no one would suspect the charater to hide out?
Costs will vary greatly depending on the exact quality and amount of protection.
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How hard is it to steal a car? Do normal cars in the game have GPS locators on them for police to try and find? And what skill would hotwiring be (or would it just be a rigging test?)
It's relatively easy to steal a car.
Selling it may be more difficult, though.
However, because vehicles are expensive, some riggers regularly steal getaway vehicles.
In most cases, theft will be handled by hacking, the system's rating depending on the type of car as well as active countermeasures by the owner (much the same as securing any electronic device).
Hotwiring could be handled by the Hardware skill (and probably also the Mechanics skill for the appropriate vehicle to get acces to the components; a good reference may be the chapter on maglocks in the core rules).
There is also a skill for picking mechanic locks, but they would only be used in oldtimers.