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bitrunner
yep, you bet, absolutely...

smile.gif
Wish
If Priority is to be in use, Sum-To-Ten should be available. The standard priority system penalizes mundane humans, and any character concept which requires breadth of ability rather than being really good at one thing. Sum-To-Ten is also easy to check, which seems to be the main argument for Priority over Build Point.
TinkerGnome
Sum-to-ten is also not found in any currently printed SR3 book. Which makes it an unappetizing choice at best. If we have to go with an alternate system, I'd rather see the point system put in with a required accounting sheet (like the sample I posted earlier). If you place an extra accounting requirement onto the PC, which makes it as easy for the GM to spot-check as the priority system, I don't see why it wouldn't be a suitable choice.

However, it should be clear that the burden of making sure your character is up to par is on the player.
vebor
Edges and flaws are easy to min/max. Im currently tinkering with them in NSCRG to build the most Kill stuff street sammy I can.
TinkerGnome
Note that while I think the point system would work fine for a campaign such as this, I agree wholeheartedly with the disallowance of edges and flaws. They are easy to min-max, and in an environment where it is hard for the GM to exploit player flaws, almost 50% of the flaws in SR3 are free points.
KarmaInferno
QUOTE (Wish)
If Priority is to be in use, Sum-To-Ten should be available. The standard priority system penalizes mundane humans, and any character concept which requires breadth of ability rather than being really good at one thing. Sum-To-Ten is also easy to check, which seems to be the main argument for Priority over Build Point.

I dunno, I played a 'mundane human' for years under Virtual Seattle, and I often ended up kicking the most arse at the table.

Then again, the merc / demolitions specialist with mil-spec equipment can do that.

biggrin.gif


-karma
Deacon
QUOTE (Wish)
If Priority is to be in use, Sum-To-Ten should be available. The standard priority system penalizes mundane humans, and any character concept which requires breadth of ability rather than being really good at one thing.

Actually, the main advantage humans get over the other races is karma pool. I'd accept having to build my character using Shadowrun 2nd edition's stats... having a karma pool that's double the other characters' at the table is far worth it.

The sum-to-10 system, in my opinion, is just another crutch for people who can't build characters without a ton of points. So's the point build option. In the original Virtual Seattle, those of us who played were given 400,000 nuyen (no resource priorty needed) to build a character. Made it great to play mages -- but a lot of people still played samurai, riggers and I do recall one rigger-decker at 400k of resources.

VS 2.0 allowed you to pick up to a 'B' in resources -- and people still played mundanes. They took the limit, and some great characters came from it.

Now what I see is a lot of people asking for no limits -- I have an idea: Build some character from what's in Shadowrun, 3rd Edition. You'd be amazed at what limits can do for your concept. If you like to play characters with lots of resources, take Priority B and see what you can do with it. You'd be flat-out amazed at the characters you can make.

-Deacon
TimberWolf
I started Steel back when we got 400K in resources. He was a phys ad and a human. I started with a weapon focus, and a bunch of other minor crap. By the time the VS 2.0 came around, I had a permanent Middle lifestyle, two fake IDs and enough firepower to rack like mad. I also had several skills out the yin-yang. And I sucked compaerd to some of the other people.

So it's quite possible to become a rocking meta and norm. (Troll samurai with an int of 5. Weird, neh?)
Goro
Hello,

I just read Bitrunner's post about "Mission Briefing" being played down in Orlando in January. I think that's great. The sooner "SRM" is up and running, the better. Now that there are actual scheduled SRM events coming up next month, will there be character genration guidelines posted soon?

and thanks to Bitrunner for all his work in getting this campaign going.
Zolhex
UM general guidelines are posted at the top of this post. eek.gif
bitrunner
to be more specific...

we're a little behind on the adventures, which i feel is more important right now to get us up and running...like i've said in the past, if you create a character using the basic rules, 99.9999% of the time you won't be wrong....

i'm working on SPECIFIC guidelines little by little...

i apologize once again for being behind...
TimberWolf
You could farm out the char creation stuff to people. I'd be willing.
Zolhex
QUOTE (TimberWolf)
You could farm out the char creation stuff to people. I'd be willing.

Yes he/they could but as was said if you make a character useing the basic rules found in the main book there is very little chance that you are going to go wrong.
TimberWolf
True. But what limits on gear? Or do we really want everyone bouncing around with Level 4 tactical computers at start?
Fortune
QUOTE (TimberWolf)
But what limits on gear? Or do we really want everyone bouncing around with Level 4 tactical computers at start?

QUOTE (bitrunner)
We do acknowledge and follow the ruling that characters cannot start with gear that has an Availability higher than 8, or Device Rating higher than 6.
Diggs
QUOTE
* Bioware
Bioware and the cyberware from M&M is available at character generation, as long as it conforms to the Avail<=8 Rating<=6 rule - and of course if you have the Resources for it...as per the core rules, and M&M pg 45, alphaware is available. As per the official FAQ, cultured bioware, betaware, deltaware and nanoware all require a beta clinic or better, and are therefore not available at character generation (sorry!). Remember that if you have any bioware or cyberware from M&M, you must have access to this book during the game for the GMs reference.


Is this referencing normal Bioware (Muscle Toner for instance) that is bought at the Cultured 'level', Bioware that is only available as Cultured (ala Mnemonic Enhancers) or both?
KarmaInferno
As far as I am able to tell from the Shadowrun FAQ, it means any cultured bioware of any sort is banned from character creation, whether or not it is also available in a non-cultured form.
bitrunner
correct - if it has the word "cultured" involved, it is not allowed at character creation...this includes all neural bioware, which is cultured by default, as well as the cultured "level" of "normal" bioware...
Diggs
Ack! Well that kinda sucks frown.gif

If I recall the FAQ correctly, that is just a suggestion, and IMHO we should ignore it wink.gif I was considering making a bioware based merc but that is impossible now as he would not have access to the pieces of bioware that are (again IMO) essential to that archetype.

If I might suggest for your consideration (knowing full well that you are the head honcho here and can tell me to bugger off smile.gif ) that the restriction be only for those pieces of bioware that are available in a 'regular' version, and that those that are ONLY available as Cultured be allowed. This would give a bioware enhanced archetype access to the Synaptic Accelerators (or whatever the Boosted Reflexes equivilant is called wink.gif )

Just to make you feel better if you need to say no, I shan't run off and badmouth SM if this is shot down wink.gif I'll most likely just move on to some other concept... Maybe I will ressurect my ShaoLin Troll biggrin.gif
Kagetenshi
He's now going to tell you to bugger off.

~J
bitrunner
hehe, no, i'm actually NOT going to say that...

BUT...remember that we're trying to keep the campaign as simple as possible AND as balanced as possible without jumping forward with uber characters right out of the gate...

because of that, had FanPro put out the errata to say as you proposed, then we'd be doing it that way. i, however, have no control over game content - i have to deal with the cards i'm dealt, so to speak...

in order to keep it simple, it's an all or nothing option then...i opted to keep the power level of the game lower, and therefore stuck with opting for the full statement. imagine the pain in the rump it would be to say, "ok, you can have bioware that is cultured grade, but not cultured bioware like neuralware, etc." we tried that in VS towards the end, and it confused people to no end...

since, unfortunately, not everyone interprets such questionable rules the same way, it has to be cut and dry, so therefore saying "you can't have bioware with the word cultured involved" makes it much more cut and dry.

so, you can't have it at character generation, but that doesn't mean you can't have it once the game starts - you just have to find a beta or delta clinic! hehe (yes, there will be multiple opportunities during the year for that, especially during the first two years - you'll understand why soon enough)

I hope you can understand the reasoning behind the decision...hey, it could be worse! there were many people that thought we should only allow the core rule book for beginning characters, and only allow access to M&M, CC, and other books once the game had started!! Yes, that would have put many people on an even footing, but i wanted to allow for a little more variety with the characters, and one of the side functions of the campaign *IS* to promote the sale of product, so that means "allow more books"... biggrin.gif

now bugger off!! wobble.gif
Diggs
biggrin.gif

Nah... I totaly understand the reasoning, but you can't fault a guy for trying wink.gif


Mebbe I'll give my merc a try anyhow and hope for a quick trip to the beta clinic in game sometime smile.gif
TimberWolf
You could always go the cyberware route, then get the bioware when it hits the street. But that might be considered power gaming.... wink.gif
bitrunner
power gaming? not at all...that's actually smart gaming - you would merely be upgrading your equipment to better yourself...
Toecutter
Rich,

Any word on when some form of a Character Generation PDF will be available? Some players and I were talking about this Saturday night after I ran the VS finale for them (Mistaken Identity/Brass Bottle/X), and we'd like to get our ducks in a row before next month.

Thanks.

R. Timm

bitrunner
Clarification: Shamans & Totems

Players that wish to play shaman characters can choose any of the totems listed in the core rule book (pg 163-166) or in Magic In The Shadows (pg 152-163).

You CANNOT play an insect shaman, toxic shaman, or other type of shamanic totem - all of these are listed in the chapter called Magical Threats, which describes NON player characters for use by the GM (that's me and the writers!)

Note that while you can play a shaman of The Adversary, this does NOT automatically make you a toxic shaman, you will simply get the advantages/disadvantages (see pg 160)...

There are more than enough totems to create variety in the campaign. I have already seen a player with a Creator shaman...

Character Creation PDF

Maybe i'm just lazy...i don't know...i know it's hard for most of you to believe, but really, there's not a lot to the character creation system...i'm still working on a PDF, but it is 75% more about the campaign and what Shadowrun is all about...

it really is as simple as following the rules in the core book, sticking to the Avail 8 / Rating 6 rule for gear, no game info from SRComp, no optional rules. just use uncommon sense! if you think it's something that would be questionable or disallowed, then don't do it! smile.gif I HIGHLY recommend using the infamous character generator, as it keeps you honest with things like skill level costs based on attributes, etc...

those that want to squeeze every little bit out of their new character can certainly come here to read the forums and get answers to FAQ or post a new question...if you have a specific question, or want to have me (or another SR Commando) look over your character, then feel free to email it to me! i don't bite! (well, i do, but it's only 4L) spin.gif

ramax
I apologize if this has already been answered. In an earlier post, it was stated that we could use materials from MitS. I was wondering if this included the new paths, especially the Magician's Way Adept path and Voodoo (I'm not sure if these are considered optional smile.gif )? Thanks.
Wakari
I have a few questions.

Are we using the Cyberware and Bioware damage rules? And if so, could you please include the requirements for charting your cyberware and bioware in the PDF you have for character creation so judges can work quickly using them? The rules for people who don't know makes it best if you have bioware or cyberware, but not as useful to have both as you have a better chance to have something damaged.

Are beginning magic characters allowed to start the game with Gaesa? The Adepts can use Gaesa normally to get more power per magic point (I belive the powers cost 75% as much).

So if I created an adept with 8 power points of adept powers for my 6 magic rating, and later in play lose a magic point. Can I take another gaesa on that power point to avoid losing powers?

Can I apply that double gaesa at character creation to have cyberware in my adept at game start (not much; mostly a smartlink and datajack).

TIA

Wakari
bitrunner
OK let's see....

1. Cyberware/Bioware damage rules:
Yes, these rules are used. However, I will say that in order to keep game play as streamlined as possible, I would encourage GMs to only worry about such things if the character takes a Deadly physical wound. Otherwise it will slow down the game too much.

2. Beginning magic characters and Geasa:
Yes, geasa are allowed, but please use some common sense...if I see everyone taking the "Fasting" geasa, I'm going to be upset... I have a perfect passage from another game system that applies to this: "If it doesn't inconvenience the character, it's not a disadvantage" (HERO system). Since geasa are conditions that the adept must follow to use a power, then I would like to think that there is at least a 25% chance that you will not be able to fulfill that geas, and therefore not use the power. It is meant to be a sacrifice in order to take a shorter path to power.

3. Double geasa:
I would think YES. But remember that at creation, you are taking a geas on the POWER - when you loose the magic point, you take the geas on the MAGIC POINT. therefore, BOTH geasa must be satisfied to use the power, thus making it harder (50% of the time you should fail, based on my thoughts above!)
If you have another power covered by the same point of magic, remember that this power effectively has a geas on it as well!
I would recommend not loosing magic points!!! smile.gif

4. Double geasa at creation:
NO. Suck it up and loose the essence... smile.gif

5. Magician's Way (Physical Mages)
Yep...play them to your heart's desire....make sure that you read the section carefully and abide by the restrictions!! I would PREFER (note: not a campaign rule, just my thoughts on the game universe) that these characters never exceed a 50-50 split. IE, at start, the character should have no more than 3 points of magic. The character is first and foremost an adept, and should have the bulk of his points in powers, not spells....your mileage may vary...

6. Voodoo
*sigh* yes, you can play voodoo....i recommend that you never play at my table however...i hate voodoo...why can't you pick one of the normal 50 or so totems and play a regular shaman?? jeesh! wink.gif

For anyone that missed it, i posted a FAQ over in the General Questions area...

Regnad Kcin

I want to build a custom weapon using the Firearm Accessories rules in the Cannon Companion. Can I do that, and if so, what are the limitations. If not, dead.gif

-Regnad Kcin
Regnad Kcin

Will there be a single PDF document with the current CCG rules? My con organizers are just about insisting on it. ohplease.gif It will really help to promote the campaign if we have one. At this point, I don't care it it will change every month, I need something to give players. (I'm expecting a number of newbie.gif types.)

Thanks.

KarmaInferno
QUOTE (bitrunner)
3. Double geasa:
I would think YES. But remember that at creation, you are taking a geas on the POWER - when you loose the magic point, you take the geas on the MAGIC POINT. therefore, BOTH geasa must be satisfied to use the power, thus making it harder (50% of the time you should fail, based on my thoughts above!) If you have another power covered by the same point of magic, remember that this power effectively has a geas on it as well! I would recommend not loosing magic points!!! smile.gif

4. Double geasa at creation:
NO. Suck it up and loose the essence... smile.gif

Uh... which is it? can we take multiple Geasa or not?

Let's say I am playing a burned-out mage type character, missing three magic points. Can I take only one Geas to offset one point, or cna I take three Geasa to start to cover all three points?

frown.gif



-karma
Adam
FYI, Bitrunner is out of the country and will be for a couple weeks; I don't think he'll have time to visit the forums until after he returns.
TimberWolf
I know he's out of town, but I will still post this here.

I need a website for char creation rules and for module blurbs. Please?
Mark Somers
QUOTE
Uh... which is it? can we take multiple Geasa or not?

Let's say I am playing a burned-out mage type character, missing three magic points. Can I take only one Geas to offset one point, or cna I take three Geasa to start to cover all three points?


I can't answer whether the campaign rules will allow multiple geasa or not, but I can tell you how they should be run if you do... If you lose three magic points then you must take three distinct different geasa. Break any one of them and you lose all three magic points. Not so fun, and likely prohibitive enough that allowing multiple geasa should be fine. biggrin.gif

Also, if multiple geasa don't come into play then PCs are forced down the path of burn-out from the outset, and that seems a little harsh to me.

When our esteemed grand poo-bah returns I'd be interested to know his thinking on geasa and how strictly we're sticking by the letter (as opposed to the spirit) of the geasa rules in MITS. So long as the geasa are manageable, will the players be allowed some leeway in creating fun and interesting geasa?
bitrunner
Mark has the first part correct - for every point of magic that you loose and wish to compensate for, you must take a separate geas. if you loose three points of magic AT THE SAME TIME then you must take 3 separate geasa, and breaking any ONE of them means ALL 3 MAGIC POINTS are not usable...

during character creation, I'll assume that if you are getting some cyber/bioware implanted, that you would do so in "chunks" of one magic point each, rather than all at the same time, thus incurring the above penalty. this way, you only loose one point of magic for each "chunk" of stuff you got under the knife, and take one geas to offset it. the bigger stuff (for instance, wired reflexes 2) that requires more than one point of essence is going to fall into the above penalty.

is that clear enough??

As for creating your own geasa, you may certainly do so, but it must be approved by a Shadowrun Commando or myself. We'll make sure the geas is fitting and balanced for the campaign and your character.
toturi
QUOTE (bitrunner)
Mark has the first part correct - for every point of magic that you loose and wish to compensate for, you must take a separate geas. if you loose three points of magic AT THE SAME TIME then you must take 3 separate geasa, and breaking any ONE of them means ALL 3 MAGIC POINTS are not usable...

Is that Canon?

I thought breaking a geas only stops you from using that Magic Point. So break 1, lose 1. Not break 1, lose 3.
Kagetenshi
For a spellslinger, breaking one geas means that all geasa are broken. For an Adept, breaking one geas doesn't affect other geasa. IIRC, that is.

~J
bit_buckethead
Does the device rating of 6 limitation apply to the MPCP rating of decks?
KarmaInferno
I don't mind the break one/lose all rules. I can actually see enjoying a situation like that if it comes up - I might be odd, but roleplaying bad luck for me can be just as enjoyable as roleplaying good fortune.

I just wanted to know if I could play a burned-out mage type who's propping up his missing three magic points with geasa.

smile.gif


-karma
The White Dwarf
Will magicians be allowed to use spell points to initiate? To get an ally spirit?

Will aspected conjurors be allowed to do either of those?

If not, can they or other magicians sell back Spell Points for nuyen?

Will characters be allowed to choose to have a SIN?

Will characters who choose to have SINs be allowed to purchase permits tied to that SIN, in order to make it easier to aquire those items which are classed as illegal except with permit?

If they choose to do so, will proper mechanics be in place for the SINless to maintain some benefit in terms of anonymity to counter balance the above advantage?

Is there a limit to the number of contacts you would like each player to have at character creation? To the type of contacts they can have?

Will you be allowing characters to apply the 'used vehicle' quality factor on p.77 of R3 during character creation? (always fun to start off with a beater /grin)

Will any sort of miniatures be used when playing by default, or is it the perrogative of the specific GM in question?
bitrunner
WOW! lots of new questions...i see i'll have to augment the FAQ already!

1. Device Rating limit of 6 on the MPCP?
yes, sorry...but hey, that still gives you a middle of the road deck, which is pretty good basic deck for a starting character...try working for that Excalibur!!

2. mages using spell points to initiate or for ally spirits?
NO. you can only initiate through earned karma. same for buying ally spirits. note that for an ally spirit, you need to have it approved/witnessed by a FanPro Commando or myself.

3. can aspected conjurors do the same?
NO.

4. Sell back points for nuyen?
NO.

5. can you start with a SIN?
NO. All characters are assumed to have had their backgrounds erased - you are shadowrunners. you can certainly say that your character has a regular job during the day, such as a pizza delivery guy, etc, HOWEVER you get no game benefit from it - you do not make enough money to support your shadowrunning (maybe enough to maintain your lifestyle while not doing anything else) or have special access to anything except maybe a uniform and magnetic sign for your car.

if you want to have a SIN or a permit, then you must purchase a counterfeit credstick. if you want to rationalize things, you can say that part of the money you pay for a fake credstick goes into bribes to Joe, the manager at the local pizza place, to tell anyone that checks on you that you work for him.

as an aside, i had one player get arrested during the first adventure, Mission Briefing. His character now has a criminal SIN!!!

6. contacts: you are limited by the amount of money you can spend. HOWEVER, i would hope that you remember that other people are at the table and they should be able to use their contacts as well. if you have 30 contacts, and everyone else only has 2 or 3, then be courteous and only use the best 2 or 3 that you have, so that you don't delay game play trying all 30 contacts (yes, i've seen this happen). i believe that i have guidelines elsewhere about level 2 and 3 contacts. note that Commandos (or myself) need to approve all level 3 contacts, and these contacts should be fully generated characters. Level 2 contacts should have at least a short paragraph describing your relationship, brief physical description, and a short description of what they do or how they can help you. primary stats or special skills should be delineated ie: fixer, Charisma 6, Negotiation 8

7. i'll have to look that up - if it is an optional rule, then no. otherwise, if you want to start with a "beater", then it should have some chance of breaking down, not starting, or whatever else makes the vehicle less dependable in game play.

we don't use "used cyberware" though, so i'm guessing probably not....

8. miniatures: this depends on the adventure and the GM. i highly recommend the use of various Hero Clix figures - i use them myself when the situation warrants. the use of pennies, jelly beans, or other objects are just as valid...
bitrunner
oh, and Crystal Caste has a nice set of "shadowrunner" figures as well, all prepainted...

and of course, for official, paint yourself, traditional miniatures, check out Iron Wind Metals - they took over the Ral Partha stuff i believe...
The White Dwarf
Thanks for the reply. However, this really means aspected Conjurors get reamed. They start with 35 points like other aspected mages, only cant really use them on much. Hermetics could get some eles, I suppose; but Shamans basically get to bond 35 points of foci... yay.

Im not trying to say its fair one way or the other, just that under the given rules-set this is one character idea that wont see much play because of the limited avenue to use its points in. Least imo. Might be something to think about addressing in some fashion.

Ill probably come up with some more questions later, thanks for the prompt reply so far.
bit_buckethead
QUOTE (bitrunner)
1. Device Rating limit of 6 on the MPCP?
yes, sorry...but hey, that still gives you a middle of the road deck, which is pretty good basic deck for a starting character...try working for that Excalibur!!



Well there goes playing the Combat Decker from the BBB. frown.gif
bitrunner
i sit corrected....

since you can play any of the characters from the basic rule book, you CAN play the combat decker, complete with deck of MPCP 7...

there are 2 reasons why the sample character has this deck:

1) They made a mistake and still haven't caught it
2) They considered that the MPCP is actually a calculated statistic, and not technically a Device Rating or Availability.

The Availability of the deck in question is only 6, so that is consistent with the rules.

As for the Device Rating limit of 6, you could look at it as the fact that the MPCP is really a derived value from the maximum allowed of the four persona programs and their ratings can achieve. Following this logic, you could say that a deck with an MPCP of 8 has an average "device rating" for its persona programs of 6 for each. Yes, you can increase one to 7 or 8, but you would have to decrease some of the others by the same amount to equal 24...

however, you can't buy a rating 8 MPCP because then the Availability would be greater than 8.

So, short answer - for cyberdecks, use the Availability code as the limiting factor - programs should still follow the Device Rating rule (max level 6)...

how's that??
simonw2000
QUOTE (bitrunner)
Geasa

Now that is a good question...
First off, remember that a geas should affect your character at some point - otherwise it is not a limitation. So, for the 'Condition' geasa, you should follow the same guidelines that are used for the 'Time' geasa, ie it should affect your character about 50% of the time. So, while you could take 'Only in Urban surroundings' as a geas, this really doesn't limit your character too much, since 75% or more of all scenarios are going to take place in Seattle. So the question becomes one of definition - what is 'urban'...does 'suburban' count? where is that line drawn? It would be better to take a condition like 'Indoors' or 'Outdoors' - but keep in mind that you should not stack limitations either - for instance, taking a geas of 'Only at night' when you are an Owl shaman is kinda cheesy, since you already are taking a mod for this, so you're going to try to work at night anyways...I have also seen someone that took the condition of "Only when no one can see me casting the spell" as a limitation, and then wearing a sustaining focus with Invisibility on it...ah, no...

other than that, the only one i have heartburn with is the Fasting geas...i'll have to think on that some more...

I have an excellent one for my Samurai Adept's Improved Reflexes: Only while wielding a sword in each hand.
Deacon
QUOTE (simonw2000)
I have an excellent one for my Samurai Adept's Improved Reflexes: Only while wielding a sword in each hand.

Sounds great, until you realize that we're not using Edges & Flaw from the Companion... so no ambidexterity. Sure, you can wield two swords... um, whats that TN modifier, again?
trapper
Decker /rigger character creation question. I have selected a 108,000 nuyen.gif programming suite. Is this OK for most game use or should I select specific programs. I realize that decking is to be simplified. I am too new to this game to understand some of the subtile differences in the specifics. I've been doing the role-play thing in other games for years (decades?)

Thanks

Kagetenshi
QUOTE (Deacon)
QUOTE (simonw2000 @ Mar 29 2004, 01:01 PM)
I have an excellent one for my Samurai Adept's Improved Reflexes: Only while wielding a sword in each hand.

Sounds great, until you realize that we're not using Edges & Flaw from the Companion... so no ambidexterity. Sure, you can wield two swords... um, whats that TN modifier, again?

He never said he had to be using more than one, just holding them both. As long as the swords are one-handed to begin with, he's got no problem.

~J
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