Bloody double-posts...<rummage, rummage>.
RUNNERS COMPANION PROPOSALBy Bobby Derie
ALTERNATE BUILD SYSTEMSI’d like to suggest two alternate build systems: Karma-based and QuickCraft; the former is more detailed than build points (for detail minded players), while the latter would be very fast and easier to use for new players. QuickCraft could also be used by GMs to quickly assemble NPCs as needed.
Karma-based Character GenerationRather than use Build Points (BPs) characters would be given Karma and allowed to build their characters using the rules for Character Improvement on p.264 of SR4. This section would include rules to smooth the character process (including a Karma-for-nuyen rule only to be used at chargen, 1 Karma = 2,500 nuyen). Beginning characters would receive 800 Karma. Due to differences in chargen and post-chargen development costs, the advantage can be slightly on the side of Karma chargen. The major advantage of a Karma-based Chargen is for players that want more control over their character generation and are willing to take the time and effort to do so. Also, it would help familiarize the players with the Karma character development system.
QuickCraftThis system is a four step mix-and-match of different “suites.” Players or gamemaster can quickly create PCs and NPCs by selecting the relevant suites and adding the results together; this system can easily be used to quickly create PCs comparable to those of the standard BP system, or stronger or weaker as needs may be.
Each “suite” would contain skills, attributes, and equipment suitable to that type of character. The suites would be balanced to prevent mixmatch (a character could not take both the Adept and Technomancer qualities, for example) and death at chargen (from excessive implants). The cost of each suite would be balanced with other suites of the same class, but may not be empirically equal (i.e. if two Background suites were converted to BPs, they would not necessarily be about the same, but the resulting character would be). Some chargen taboos (maximum BP of qualities) might also be violated, but this would not be unduly imbalanced as QuickCraft characters are not going to be as precisely-honed as standard BP or Karma chargen characters—no maxing out attributes or the like.
What follows is a short overview of the four step process and two examples for each suite. Please note these are all very rough at the moment, but enough to give you an idea.
Step 1. BackgroundMore than metatype, a character’s lifestyle growing up determines their educational, economic, and sometimes health background; how they grew up, what schooling they’ve had, what skills they brought with them. The background also determine the character’s starting equipment and lifestyle.
CODE
High Background
You grew up in relative luxury to the rest of the Sixth World; you attended better schools, ate well, received regular medical care and probably had some minor cosmetic surgery done before you got out of your private high school. On the other hand, your affluence also means you’re in the system.
Attributes: Body 2, Strength 1, Agility 1, Reaction 1, Logic 1, Willpower 1
Skills: Computer 3, Data Search 3, Economics 3, Influence 3, Japanese 2
Qualities: SINner
Gear: Commlink (Transys Metalink with Novatech Navi), Datajack (Betaware), High Lifestyle (2 months), Platinum DocWagon Contract (1 year)
Contacts: Corporate Lawyer, University Dean
Street Background
You grew up on the streets of a major metroplex. There are things you’ve done to survive that you’re not proud of, but at least you have survived—that’s more than some can say. Self-educated, self-made—you don’t owe anybody a damn thing, and they don’t owe anything to you.
Attributes: Body 1, Agility 1, Reaction 2, Intuition 2, Willpower 1
Skills: Cityspeak 3, Close Combat 2, Outdoors 2, Stealth 1, Street Drugs 2
Qualities: Guts
Gear: Knife, Commlink (MetaLink with Vector Xvim) w/trodes, Street Lifestyle
Contacts: Drug Dealer, Fence, Fixer
Step 2. ArchetypeAn archetype covers the most basic spectrum of shadowrunner careers: Combat Specialist, Face, Hacker, Magician, Technomancer. These characters can be further defined in Step 3. Each archetype brings with it certain traits and gear common to that career.
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Combat Specialist Archetype
More than just some rabid street punk that likes to get her hands dirty, the combat specialist is trained in the arts of combat. While not a world-class martial artist, the Combat Specialist can more than hold her own in a fight, and has the scars to prove it.
Attributes: Body 1, Agility 1, Reaction 1, Willpower 1
Skills: Close Combat 2, Firearms 4, Gunnery 1, Military Jargon 3, Throwing Weapons 2
Qualities: Martial Arts (2), Toughness
Gear: Ares Predator IV w/2 clips, Armor Jacket, Contact Lenses with Smartlink and Image Link, Extendable Baton, Lone Star SWAT cyberware suite (Watchman version), Throwing Knives (2)
Contacts: Desert Wars Veteran, Mercenary
Magician Archetype
Magic suffuses the Sixth World, and the magicians act to channel and direct those mystic forces to her whims. No matter what her background, magicians of all stripes tend to cultivate formidable personalities and an air of the arcane.
Attributes: Charisma 2, Intuition 2, Logic 2, Willpower 3, Magic 3
Skills: Arcana 3, Conjuring 3, Enchanting 2, Magic Background 3, Sorcery 3, Wiz 2
Qualities: Magician, Mentor Spirit, Nano Intolerance
Gear: Fake licenses for all spells, Spells (Analyze Magic, Bugs, Crank, Firewater, Heal, Hearing Removal, Ignite, Knockout, Sterilize, Thought Recognition), Binding Materials (Force 3), 3 doses of psyche
Contacts: Lone Star Forensic Thaumaturgist, Talismonger
Note: Characters with the Magician Archetype cannot also take the Technomancer Archetype.
Step 3. SpecialtyBeyond basic archetypes, players can further define (and specialize) their characters either by taking a second archetype, a speciality, including metahuman-specific suites. For example, a player who wants a Combat Hacker could take both the Hacker and Combat Specialist archetypes, while a player who wants a Rigger could take the Hacker archetype and the Rigger specialty. Players that want to get the most out of their metahumanity can forgo a specialty by taking a metahuman-specific suite.
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Combat Adept
A combat adept approaches warfare like an artform, magic fuelling her deadly dance through her battlefield canvas. Where others use implants to push themselves beyond metahuman limits, the combat adept relies on her own inner magic.
Attributes: Body 1, Agility 1, Strength 1, Reaction 1, Willpower 1, Magic 2
Skills: Arcana 1, Close Combat 1, Firearms 1, Magic Background 1, Meditation 2
Qualities: Adept, Focus Addiction (Mild), Martial Arts (2)
Gear: Adept Powers [Astral Perception, Counterstrike, Elemental Strike (Electricity)], Weapon Focus (Rating 2, bonded, brass knuckles—treat as hardliner glove), Leather Jacket
Contacts: Martial Arts Instructor
Note: Characters with the Technomancer Archetype cannot take the Combat Adept specialty; if a player chooses to take both the Magician Archetype and the Combat Adept speciality, she gains the Mystic Adept quality instead of the Magician or Adept qualities.
Ork
Bigger and stronger than most metahumans, orks have emerged as a very vocal and active subculture in the 2070s, helped in part by the emergence of a unique racial language—Or’zet—and the Orxploitation and Goblin Rock phenomena led by Ork artists like CrimeTime and rock-poet Bobby Page. The Seattle Metroplex, particularly the Ork Underground and the local trog slang studded with or’zet loanwords, is especially prominent in Ork culture.
Attributes: Body 1, Charisma 1
Skills: First Aid (Poisons) 3, Or’zet 3, Ork Underground 3, Trog 3
Qualities: Allergy (Silver, Mild)
Gear: A six-pack of Orkstaff’s XXX (6 doses of hurlg), glasses w/flare compensation and image link, Chrysler-Nissan Patrol 1 (modified for an ork)
Contacts: Goblin Rocker, Ork Rights Committee member
Note: Characters with the Ork speciality are of the Ork metatype.
Step 4. Putting It All Together and Finishing TouchesAt the end, the players have 50 BP to spend on extra touches—picking a metatype (if they haven’t already), upping skills or attributes, buying extra qualities or equipment, etc. Then they add it all together, with a few final decisions—tradition (if a magician), native language, etc.—and then calculate damage tracks and final Essence.
For example, if I wanted to make a combat-savvy ork mystic adept using the suites above, I would use the Street Background, Magician archetype, Combat Adept specialty, and then spend 20 BP for the Ork metatype, their attributes and skills would be base (for metatype) + mods (for background, archetype, and speciality), which would appear as follows (keep in mind there would be 30 BP left for min/maxing et al.):
CODE
BOD AGI REA STR CHA INT LOG WIL INI MAG ESS
6 3 4 4 3 5 3 6 2 5 6
Active Skills: Arcana 4, Close Combat 3, Conjuring 3, Enchanting 2, Firearms 1, Outdoors 2, Sorcery 3, Stealth 1
Knowledge Skills: Magic Background 4, Meditation 2, Street Drugs 2
Language Skills: Cityspeak 3, Wiz 2
Qualities: Guts, Mystic Adept
ADVANCED CHARACTER CREATION SYSTEMSThe following are more notes than an outright proposal; I’d enjoy doing part of this section but I’m probably in the minority for my takes on some of this.
Infected, Drakes, Shapeshifters, and Other Sentient CrittersI’d recommend leaving these guys out for Running Wild; mainly because there’s a lot of weirdness we simply haven’t worked out all of the kinks in the current system. Every paracritter (which includes practically every sentient critter) has an inherent Magic Attribute which will have to be dealt with, for example. This is fairly easy at chargen: simply set the minimum attribute and incorporate it into the base BP cost.
With respect to the Infected, transformation after chargen is where it gets tricky: say an adept with Magic 5 becomes a ghoul (innate Magic 1), or a character with astral sight (Magic 1) becomes a vampire (innate Magic 3). My personal rule of thumb with ghouls is that the higher magic prevails; this would give a former mundane a Magic of 1 but not lower the Magic of an established Awakened character. With vampires (banshees, goblins, etc.) that require the Essence Drain and “death” before transformation, I would suggest replacing the character’s Magic attribute with the innate Magic attribute for the critter, under the logic that the character’s Magic was lowered commensurately with her Essence.
Another wrinkle on Infection is, of course, Essence Loss. The simple solution, at least in the case of bioware and Essence-costing geneware, is that the organic implants/genetweaks are absorbed/overwritten during the transformation, with the Essence “hole” repaired as the aura/body adjusts to its new template. Cyberware is harder; it could, as in the past, be ruled that critters with Regeneration (like vampires) simply reject cyberware/nanoware during the transformation, and the same Essence-repair takes place; it only becomes an issue with Infected without regeneration when the Essence Loss from the still-extant cyberware would drop their Essence below 1, as any Infected would need at least Essence 1 to maintain an innate Magic 1 and survive.
An odd tweak to consider for the Infected: instead of a couple of principle virus strains (HMHVV 1, HMHVV 2, Krieger Strain), have each “expression” be a separate strain that only causes its transformation in a subject of a suitable metahuman species. For example, the strain the causes Dzoo-noo-qua would not cause vampirism in humans or turn an elf into a banshee. This can be worked into the fluff pretty easily and might solve some headaches mechanics-wise.
A large part of drakes is the transformation process, which doesn’t always occur at chargen. I would suggest a Latent Dracomorphosis Quality or somesuch along the lines of the Latent Awakening Quality.
One possibility for sentient non-paracritters would be dolphins, chimpanzees, or great apes with a form of intelligence enhancer to bring them up to metahuman intelligence levels (or at least let them communicate as such). This is pretty out there as an idea, but would probably be equivalent to a specialized cerebral booster bioware implant, which would be reflected in beginning Essence and BP costs.
Ghosts In the Machine and Free SpiritsPersonally, I think it would be much more balanced to address these character options as displaced (i.e. surviving without a body) virtual/astral forms (and using the rules for those forms) than full-fledged AIs and Free Spirits. The main problem with PC Free Spirits and AIs is that they are very powerful in comparison to normal metahumans (being effectively immortal in some respects), and there are few ways to effectively balance them without crippling them as characters, such as ruling a Free Spirit PC does not earn its own Karma and must negotiate with PCs and NPCs instead.
If the displaced virtual/astral form idea is a worthwhile alternative to consider, then character generation would follow the standard guidelines with some slight changes; tighter BP restrictions on attributes (as there are less attributes to spend it on) and the ability to purchase certain AI/free spirit powers for set BP costs. I’d probably make it equivalent to an echo/metamagic, but a more straightforward 20 BP or something would probably be more attractive to players.
ADVANCED CONTACT RULESThe QuickCraft system can be used to easily flesh out NPCs, and could easily work for fleshing out contacts as well. Alternately, I would suggest a list of modifiers based on the contact’s affiliations, similar to the table that appeared in Corporate Download which reflected a greater knowledge in certain areas of interest pertaining to that corporation, but expanded to reflect other group affiliations (Organized Crime, Initiate Groups, Foundations, Government Bodies, Tribes or other ethnic groups). For example, a member of the Sinsearach Tribe might be well informed with regards to Tir Tairngire (+2 dice), but poorly informed about Tir na nOg (-1 die).
Groups as ContactsHermetic study circles, gangs, rotary clubs, corporate and political committees, theatre troops, Mardi gras krewes, the neighborhood watch, MoSoSos, swingers clubs, online forums, shadowrunner P2.0 fan clubs, and a thousand other organizations and social agglutinations can be contacts for the enterprising runner. Groups are very useful as the many members can have a diverse range of interests and areas of expertise, but at the same time the shadowrunner has to trust that many more people with her inquiries. Getting in touch with most groups is easier in the Sixth World with the ubiquitous wireless interface, though some secretive groups (like shamanic lodges and the corporate old boy’s club that meets informally to play poker and go to strip clubs) might be harder to get in touch with all at once. This is generally reflected in the group’s Availability rating, which is generally equal to its Connection rating.
Ever group has a particular focus, which is related to the purpose of the group, and which it will be much easier to ask them questions and favors about. Even if none of the group members know the answer to the shadowrunner’s question, they can often point out who does. To reflect this, groups receive a +2 dice modifier on Connection Tests.
When dealing with a group, the player character often acts with a point-of-contact; a group member who speaks for the other group members. Often (but not always) this is the formal or informal leader of the group, or at least the one with the highest Charisma and Negotiation. When forced to make any test, it is this character that makes the test. If a character is an actual member of a group when making a request for a favor (or to move swag), they receive a +2 dice modifier on the Negotiation + Charisma Opposed Test.
An example group contact is given below.
Seattle Police Benevolent SocietyThe Seattle Police Department may be long gone, but some people have very long memories. The SPBS is made up of former and retired members of the SPD and some of their spouses and children; many of whom went to work for Lone Star after they took over policing the city; others went into private security or became private detectives. From its humble beginnings, the SPBS has become a social network connecting disparate elements of law enforcement in Seattle (and occasionally abroad). Many runners connected with the members have secured certain favors with a donation to the Widows and Orphans Fund.
Group Focus: Lone Star in Seattle (+3), Anything Outside of Seattle (-2)
Databases as ContactsIn the Sixth World, you entire life is in a database somewhere, but so is everyone else’s. From medical records to tax databases, online highschool yearbook archives to the most wanted files of Interpol, practically everybody has something online if you can find it. Having a database as a contact either means you subscribe to a private database-searching service (whether legal or not), you have an account on a private database (corporate, government, criminal, or other) through a hidden exploit or some other means, you spend hours and hours searching through a public database, or you have a friend that allows you access to a database—for some form of consideration, probably. This might require a regular upkeep cost for the service or a periodic Hacking + Exploit (Loyalty) Extended Test.
Unlike regular contacts, you can’t negotiate with a database (no matter what technomancers claim). The only thing that matters is whether the data is on the database, whether you can find it (Data Search + Browse Extended Test), and whether the data is available for your account privileges. If you are searching for restricted information, this might require Hacking the system for a higher access rating first. For example, a good university library probably has material on programming viruses and trojans, but it will be restricted to certain users that need that information, not everyone that can use a search engine.
To speed things up (and roleplay a little), characters can use a library scientist managing the database (if there is one) as a point-of-contact—the library scientist can be bribed and negotiated with, and often has a much better Browse program than the average character, or at least searchbots that she can unleash in the right area. Database loyalty depends on account privileges; public accounts have loyalty 1, security accounts loyalty 2-4, and admin accounts 5-6. Like other contacts, a database usually has a specialty.
An example database is given below.
Bibliothèque Nationale de France (BnF) – Le ScriptoriumThe pre-eminent public library in France, the BnF contains thousands of French works, including many rare pre-Awakening manuscripts on alchemy, daemonology, cryptography, philosophy, and magic. So much interest has been shown in this area that the administration has created a special database containing scans and holographic representations of these documents, known as the Scriptorium.
Database Focus: Enchanting (+1), Pre-Awakening Magical Texts (+2), French Philosophy (+3), Anything Not In French (-4)
Allies and EnemiesSometimes, through extensive efforts on the part of a shadowrunner, a contact can exceed Loyalty Rating 6 and become an ally. These are the guys and gals that will avenge your death, visit you every day in prison, and clean up the dead prostitutes without a word. They are loyal to the death (and occasionally, beyond). To make a character into an ally almost requires a campaign in and of itself; the character has to do more than just save the contact’s life (or wife, or kid, or people), she has to do so repeatedly and with no thought of remuneration. Allies should not be treated as regular contacts; they will proactively seek out ways to help the character, even to the point of finding them jobs or hiding their drugs in an act of “tough love.” It’s a complex relationship.
On the other hand, a contact that has been treated very badly by the character will have a much lower Loyalty rating—if the rating ever drops to 0 or below, the character has made an enemy that will actively seek to hamper them—and knows enough about them to have a good idea of how to do so.
MOTIVATION RULESThe Street Samurai Codes in Arsenal weren't everybody's cup of tea, so I suggested a possible alternative: instead of the proposed advantages/disadvantages, a code is a list of specific "virtues"—living up to the virtues adds to the character's Street Rep (or grants Edge refill, or earns extra Karma), while flagrantly violating them adds to the character's Notoriety—at least when working with other people that have a code (or at least respect those that do). I’ve includes a couple examples below. It’s all GM fiat as to when they’re awarded, so a couple examples of outstanding play will have to be given.
Assassin’s CreedThe assassin is a harbinger of death, it is her purpose and her function. To make a living off of death for any period of time requires either severe mental discipline or a callousness bordering on the psychopathic. Many professional hitmen and contract killers retain a set of professional values, even if their moral values are lacking (or missing entirely).
Virtues: Carefulness, Determination, Meticulousness, Perceptive, Remorseless, Thorough, Unemotional
BushidoStreet samurais are known not only for their skill, but their adherence to a code of values, emulating the stoic and contemplative warrior. Few adherents of Bushido manage to obtain a full understanding of the philosophy in their lifetime, balancing the necessities of the moment and survival on the streets with their spiritual ideals.
Virtues: Courage, Detachment, Determination, Honesty, Honor, Loyalty, Respect