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WeaverMount
Hello. I've got a few factual questions and a general request for suggestions about my plot arc. Thanks for your help.
Also ***JohnathanC stop reading *** right now the next section has spoilers about where I'm taking my game.

Factual Questions:
1) Say Vessel X has 8 armor and is possessed by a rank 6 spirit. Versus mundane weapons do they do they have hardened armor 12 or 20?

2) Do spirits and great spirits have mechanical difference? If so, where are they published?

3) What are a. spike babies, b. RAW (OOC), and c. NERPS(iC)?

4) Any tips on approximating/faking the cost of drugs?

5) When using an HK-XM30 do you always use Automatics, or do you use the skill that you normally would with with a given module.

As for my game the deep plot revolved around my personal explanation of Technomancers. When Dunkelzhan and co. blocked the horrors from invading earth directly, the horrors start trying to flank via the newly created and unguarded plane adjacent: the Resonance realms. To make the fledgling realm a viable route of attack they directly the meta-planer flows of mana directly into it. This power surge turns the Otaku into the Technomancers. I want my players to skirt around the truly major players realizing and capitalizing on this. Now the extent of my knowledge of the the Sixth world is SR4 Core rules, Street Magic, Ancient Archives, exhaustive Earthdawn knowledge, and week of lurking on dumpshock. So do people have any suggestions for things to keep in mind as flesh this idea out? Any glaring continuity errors I'll have to account for? Any SR3 material I really must read?
James McMurray
QUOTE
1) Say Vessel X has 8 armor and is possessed by a rank 6 spirit. Versus mundane weapons do they do they have hardened armor 12 or 20?


There is nothing that says either way in the rules whether immunity to eapons stacks or overlaps with hardened armor. For balance purposes I'd say they overlap, especially if you ever expect to see any hardened personal armor once arsenal comes out.

QUOTE
2) Do spirits and great spirits have mechanical difference? If so, where are they published?


Great spirits are invoked by an initiate, and explained in Street Magic, page 57.

QUOTE
3) What are a. spike babies, b. RAW (OOC), and c. NERPS(iC)?


In both they're metahumans born prior to the massive influx of mana that heralded the sixth world.

QUOTE
4) Any tips on approximating/faking the cost of drugs?


I wish!

QUOTE
5) When using an HK-XM30 do you always use Automatics, or do you use the skill that you normally would with with a given module.


Not sure, but I'd assume you switch to the appropriate skill, just like you do when switching from an assault rifle to an underbarrel grenade launcher.
James McMurray
For your campaign, do you have players that are versed in SR history? If so, be sure to tell them up front that history may or may not be the same as what they know, and that you'll tell them if something comes up that you've changed and they should know about.

One thing you'll have to decide is how in touch the Resonance realms are with the metaplanes. Technomancers and Mages normally can't touch the others, but if Horrors can, then it is possible someone else could to. A simple "mana levels inside this reality aren't high enough to bridge that gap" may work, depending on the players.

Currently Technomancers are not just born of otaku. People from all walks of life have either become technomancers as a result of being stranded in VR during The Crash, or simply manifested the powers with no apparent cause. If it's only the otaku who were affected you'll have to make sure all of the TMs are of the appropriate age (AFAIK otaku were always very young and either died or lost their powers before adulthood, but I could be misremembering parts of that).
FrankTrollman
QUOTE
What are a. spike babies


Children born during unusual upturns in mana levels before the onset of the awakening who therefore were born as elves or dwarves.

QUOTE
RAW (OOC)


Stands for "Rules As Written". As opposed to "house rules" or "rules as intended" (which in turn usually just means "house rules", because you usually don't know what other peoples' intentions were).


QUOTE
NERPS(iC)?


NERPS are awesome. And quite affordable for what they do. Also delicious.

-Frank
James McMurray
Sorry, I missed that #3 was multi-part. NERPS is, if I recall correctly, "non-essential role-playing stuff." It's basically the flavor text in the background that will probably never matter to an actual run.

Does your street sam prefer McQ's or Stuffer Shack? Do you eat Krusty-O's or Soylant Blue for breakfast? That sort of stuff.

knasser
QUOTE (WeaverMount)
Factual Questions:
1) Say Vessel X has 8 armor and is possessed by a rank 6 spirit. Versus mundane weapons do they do they have hardened armor 12 or 20?


It's a little debatable, but I think a reasonable interpretation is that the hardened armour remains at 12. There is no reason immunity to mundane weapons should change the properties of existing armour.

QUOTE (WeaverMount)

2) Do spirits and great spirits have mechanical difference? If so, where are they published?


Street Magic, in the Spirit section. Great spirits are more powerful and can also get some very nice powers. Earth elementals that cause quakes and air spirits that lash wide areas with lethal storms, etc. But the drain might just blow your mages head apart.

QUOTE (WeaverMount)

3) What are a. spike babies, b. RAW (OOC), and c. NERPS(iC)?


A. Elves or dwarves born before the general appearance of those races. Sort of tremors before the main event. They were very rare and they had a hard time growing up. Dodger, from the first Shadowrun novels was one of the very few cannon spike babies.

B. "Rules As Written." What the book tells you. If something's not RAW, then it's a house rule.

C. Still the best. I like to make the players run out of them at awkward moments.

QUOTE (WeaverMount)

4) Any tips on approximating/faking the cost of drugs?


Anything remotely plausible as a cost will be easily affordable by Shadowrunning teams for the number of encounters they want to use them for. I base prices off the "common services" sidebar in the main book, pitching them at the bottom end of admittance to a nightclub for things like novacoke and bliss (approx. 15-20 nuyen.gif per hit) to quite high costs for an exotic like Deepweed (about 60 - 100 nuyen.gif per hit). Other GMs may vary massively, though. We were really left in the dark on this one.

QUOTE (WeaverMount)

5) When using an HK-XM30 do you always use Automatics, or do you use the skill that you normally would with with a given module.


Use the appropriate skill in my opinion.

QUOTE (WeaverMount)

As for my game the deep plot revolved around my personal explanation of Technomancers. When Dunkelzhan and co. blocked the horrors from invading earth directly, the horrors start trying to flank via the newly created and unguarded plane adjacent: the Resonance realms. To make the fledgling realm a viable route of attack they directly the meta-planer flows of mana directly into it. This power surge turns the Otaku into the Technomancers. I want my players to skirt around the truly major players realizing and capitalizing on this. Now the extent of my knowledge of the the Sixth world is SR4 Core rules, Street Magic, Ancient Archives, exhaustive Earthdawn knowledge, and week of lurking on dumpshock. So do people have any suggestions for things to keep in mind as flesh this idea out? Any glaring continuity errors I'll have to account for? Any SR3 material I really must read?


I don't see anything wrong with that. Technomancers aren't all ex-otaku, though, just to be clear. It's a nice idea if you play up the horror aspect of the Horrors. There are references to something like the Matrix existing in the fourth world, including some sort of sky akashic record construct in India and possibly the dragons' memory stones? Not an expert though. My advice is to look into a mirror and say "Ancient History" three times. That usually works.

-K.
MaxHunter
There was a thread around here with estimated drug costs, I might try to bring it back to life here...

Drug Type Cost Availability
Bliss Narcotic 10 4R
Cram Stimulant 70 4F
Deepweed Hallucinogen 150 4R
Jazz Stimulant 150 6R
Kamikaze Narcotic 500 8F
Long Haul Stimulant 50 -
Nitro Narcotic 500 8F
Novacoke Stimulant 300 4F
Psyche Stimulant 750 8R
Zen Hallucinogen 10 4R

... this coming from something Dashifen wrote, cost for 10 doses.

Sorry about formatting, buy I am in a haste. BTW, I love NERPS!

Cheers,

Max

PS: Spike babies and RAW already explained, I would say armor stays at 12 and is not added up. NERPS for me, NERPS for you. NERPS for everything!
Wasabi
I have never wanted an Ares Super Squirt III so badly in my LIFE... >:-)
Jaid
that's the costs per 10 doses?

woah... i have to say i'm surprised... zen and bliss really go for 1 nuyen.gif per dose?

i dunno, i remember someone posted up some prices that were in M&M, but i'm pretty sure those are not from M&M... in particular, i seem to recall long haul being crazy expensive.
Fortune
I'm sure that I remember Psyche being 500 a dose in SR3, so I would think those costs are per dose.
WeaverMount
Thanks all
especially knasser with the Akashic records bit. That will be some fun homework to brush up on. Do you have any idea where you saw that referenced in either ED or SR cannon?
Jaid
pretty sure i remember seeing that akashic record thing either mentioned on the cover of one of the SOTAs, or it might have been inside of one of the SOTAs that i've actually read. not 100% sure though.
knasser
QUOTE (WeaverMount)
Thanks all
especially knasser with the Akashic records bit. That will be some fun homework to brush up on. Do you have any idea where you saw that referenced in either ED or SR cannon?


I'm afraid I don't, though it was certainly in Shadowrun material, rather than Earthdawn as I've never read any of the latter.

One more thing occured to me, which is JackBNimble. I don't think it was ever truly confirmed where this came from, but weren't there hints that it was "Matrix" artifact of some kind from the Fourth World?

Anyone?
Wakshaani
IIRC, JackBNimble was a Dunk's Will gift?

I think.

(Rise from teh dead, thread with drug prices! ARISE!)

(( We should really add drug prices to the FAQ. ))
Fortune
QUOTE (Wakshaani)
IIRC, JackBNimble was a Dunk's Will gift?

You'd be right. smile.gif
apollo124
QUOTE (James McMurray)

Does your street sam prefer McQ's or Stuffer Shack? Do you eat Krusty-O's or Soylant Blue for breakfast? That sort of stuff.

Soylant Blue sucks. Soylent Green is the good stuff! Lots of protein and tastes great, especially with fried "I can't believe those ain't eggs" and orange flavored drink product!

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