One Shots
BP: 150
Karma: 50 (and the extra Karma Pool as per race)
Avail: 14, Special (explained later)
Rating: 10
Houserules:
Intimidation: Linked to lower of Bod, Str, or Int.
-Physical Intimidation: Linked to lower of Bod or Str
-Mental Intimidation: Linked to Int
--Example: Human with Bod 6 and Str 5 may take Intimidation/Physical 4/6. Troll with Int 4 may take initimdation/Mental 3/5. Elf with Bod 3, Str 4, Int 4 may take Intimidation 3.
No riggers/deckers
Anything goes.
-HMHVV1 Infected: +30BP
-Cyberzombies accepted (any players becoming one may buy up to 2mil in resources, explained later).
Extra Edges
Parent Unit (Corp, Being, Nation, et cetera): 6
-Required for Drake/Cyberzombie
-Required for Beta/Delta/Cultured
-This flaw nets you some extra fluff. Basically, the ability to purchase Beta/Delta/Cultured at chargen, as well as some harder to find things.
Removed Flaws
Borrowed Time
Amnesia
Flashbacks
Sea Legs
Sea Madness
Vindictive
Day Job
Dependent
Extra Enemy
Hung Out to Dry
Bad Karma
Hunted
Mysterious Cyberware
No background/history required, but if you want to throw one my way, feel free.
No cash-for-karma or karma-for-cash.
Availability
You may purchase one item up to Avail 20 for flat-rate costs. Any item thereafter with Avail more than 14, I will require you to include Street Index. If you take the Parent Unit Edge, the single item Avail cap increases to 24 and the "up to" increases to 20.
Example:
A regular character purchases one Ares Redline. Being Avail 18, he can purchase it for 75,000 nuyen. Now, if he wants another, he must pay Street Index on it as well.
A character with Parent Unit wants a Vindicator Minigun. Being Avail 24, he gets it for 2,500 nuyen. If he wants another, he must pay Street Index.
Cyberzombies
For 35 points, you get a total of 1,400,000 nuyen. For 40 points, you get 2,000,000 nuyen.
No more than that, though.
You must have a Parent Unit that is known to have the ability to make Cyberzombies.
-Known units: Aztechnology, Saeder-Krupp, Yamatetsu, Universal Omnitech, "London."
Automatically receive Area Cranial Bomb (flaw) at no cost.
Allergies
Allergies cannot be regenerated from until it is removed/gotten away from. This means no Vampires constantly smoldering but not taking damage.
There is no Alleviate Allergy spell.
Basics
One Shots are just that -- A one-shot campaign. You build the character, use it for one run, then dump it. You can archive it, use it again later, or get rid of it. It's up to you.
I will not be awarding any karma or cash, as the character will, most likely, never be used again (excepting somebody matches my exact creation rules, ha!) so therefore get no rewards, as it would be pointless.
Don't worry about contacts too much unless they're vitally important during the game (which probably won't happen too often). Don't worry about lifestyle, as the character will be done right after the game. Same goes for ammunition, usually no more than 100 rounds will be enough. I'll post if this could be different (id est a combat oriented game).
This is supposed to be a semi-high powered game (or games) that allows you to play things you don't normally get to. Why am I doing this? Who knows. Probably because I got bored.
Either way, anything goes except for deckers and riggers (because they just take too damn long to deal with and make, IMO).
Game 1
Cyberzombies under SK. You all get the Edge Parent Corp (SK) for free (yes, this means you get the higher avail cap for free. Great working for a corp, eh?). Humans, metahumans, and regular metavariants only. No Ghouls, no Vampires, et cetera. Don't worry about the weekly chemicals, as, once again, the character won't matter after the game. You may want more ammunition for this game. It depends on how well you do. You could make it the whole way without firing a shot, or you may have to burn through several thousand rounds of ammo.
As per the rules in M&M, Cyberzombies cannot utilize any magics. This includes casting, Adept powers, Initiating, et cetera. The only "magics" they can use are those inherit with being a Cyberzombie (dual nature, astral hazing, so on and so forth).
Date: September 19, 2061. This means you may be affected by SURGE. However, nothing that induces magic (as it would be cancelled out). If you take any replacement parts (head, torso, legs, arms, et cetera), then the point value of any skin-based change is reduced by half (round down, yes this means some effects will be free. Too many of those and I start cutting them out). If you go full replacement, then the point value is reduce to 0.
Example:
Somebody with a replacement torso takes Altered Skin Color (Major), as such, it is reduced to -1 points. If they had everything replaced, it would change to 0 points.
Full replacement and dermal deposits: For example, Trolls. They lose their dermal deposit (extra die for damage resistance). The SURGE Edge Dermal Deposits has zero effect.
Required cyberware: IMS, Radio/Transducer/whatever
The Rigger and Decker will be played as NPCs.
Due to the houserules I have, it would be best to not use NSRCG for these characters.
E-mail all submissions to thesmilingbandit (at) gmail (dot) com
Due date: October 25th, one week from today.
Questions? Comments? Leave 'em!
Have at!