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-
- ****************************************
- * SHADOWFAQ *
- * Frequently Asked Questions *
- * for the Shadowrun RPG *
- ****************************************
-
- As of: Sept 1, 1994
- Version: 3.1.9
- Compiled by: Wordman (lward@husc.harvard.edu)
-
- This post is posted monthly and is meant to answer some FAQ (frequently
- asked questions) about FASA's Shadowrun and to suggest some house rules
- which hope to fix some of Shadowrun's deficiencies. These deficiencies
- have become much fewer in number since Shadowrun II was released, and
- most of the rules in here are meant to be used with SRII. Some common
- fixes for SRII are still included for use with SRI, for those of you odd
- enough to be using it, and these will be tagged with <OLD>.
-
- Entirely new rules systems and/or long, radically different rules are
- not included in these posts, for the sake of brevity, if nothing else.
- So, you will not find, for example, rules for martial arts or new types
- of spirits.
-
- The house rules were put together from the posts of the people posting
- to rec.games.frp, rec.games.cyber and flashlife. This post contains the
- entire FAQ, divided into categories. The categories are:
- general -- questions about real world stuff
- armor -- most of these are for SRI, as armor in SRII seems OK.
- combat -- guns, melee and initiative
- decking -- matrix, decking, deckers, decks
- magic -- sorcery, phys ads, enchanting, conjuring
- mechanics -- dice, metahumanity, misc.
-
- Generally, each entry in this post starts with a general FAQ, then
- attempts to answer the question under vanilla Shadowrun rules, if
- applicable. Following this are house rules relating to and/or answering
- the question or concern.
-
- Many of the house rules go very well with other house rules. The intent
- of these posts is to modularize each house rule into simple components
- which may be mixed and matched.
-
- CHOICES:
- Where two very similar house rules existed, either the more complex of
- the two was used, or two sub-variants were listed. Some subtleties were
- left out to cut down on the length of this post.
-
- FEEDBACK:
- The vanilla answers to some FAQs may be in error or dispute. Usually an
- SR rule is specific as to meaning, so conflicting interpretations of a
- rule should be rare. If you disagree with a vanilla answer, mail
- lward@husc.harvard.edu and state your alternate case. Please note that
- this is if you disagree with the listed vanilla INTERPRETATION of a
- rule, not the rule itself. An attempt was made to give vanilla answers
- in the way which seemed to be consensus when disscussed on rec.games.frp
-
- If you disagree with a posted house rule, please do NOT send mail to
- lward@husc.harvard.edu. Just don't use it.
-
- If you have a house rule that seems reasonable, please post it to
- rec.games.frp. If it is general enough, it will find its way onto these
- lists.
-
- PERSONAL NOTE FROM THE COMPILER:
- My apologies for not including the names of the authors of the house
- rules. I feel that this had more cons than pros (not the least of which
- was, quite honestly, my having to keep track of who did what).
-
- I do not necessarily agree with or use the house rules in these posts.
- I have attempted to take my opinions out of these posts all together,
- but I'm sure they seep in anyway. Again, my apologies.
-
- Enjoy,
- Wordman
- lward@husc.harvard.edu
-
- **********************************
- * OUTLINE *
- **********************************
- I. General
- A. Titling posts
- B. About NAGEE
- C. Internet Shadowrun resources
- D. Kage magazine
- E. Shadowrun Products
- II. Armor
- A. Weakening Armor (for SRI)
- B. Layering Armor
- III. Combat
- A. Initiative
- 1. Slowing down mages
- a. Stacking initiative increases.
- 2. ...and the rule of 6.
- B. Hit location.
- C. Grenades
- D. Modifiers
- E. Narcojet weapons
- F. Flechettes
- IV. Decking
- A. Starting decker's costs
- B. GMing Deckers
- C. Persona programs
- D. Hacking pool
- E. Examples
- 1. Sleaze with auto-exec
- 2. Sleaze without auto-exec
- 3. Black IC
- F. Sensors
- V. Magic
- A. Increase Initiative Spells
- B. Spell Locks
- 1. Grounding spells
- 2. Locking vs. Quickening
- 3. Karma for locks
- 4. Turning off locks
- C. Foci
- 1. First Bonding
- 2. Masking Foci
- D. Physical Adepts and metemagic
- E. Superiority
- 1. Mages vs. Shaman
- 2. Physical Adepts vs. Samurai
- F. Alienation
- G. Grounding
- 1. Through Quickenings
- 2. Through astral magicians
- 3. Using damaging manipulations
- H. Glass in astral space
- I. Spirits
- 1. Nature Sprits and Manifest
- VI. Mechanics
- A. Dice
- 1. The Rule of Six
- 2. High rolling
- B. Stacking skillwires
- C. Concentrations and Specializations
- D. Karma Awards
-
-
- **********************************
- * GENERAL *
- **********************************
- *******
- G1: How should I title my posts?
- *******
- Please, please, please put a header on your post identifying it as a
- Shadowrun post. The most common way of doing this is by putting SRUN:
- or SRII: in front of the post name. Of all the things in this post,
- this is the most important. Just do it. Everyone will be happier.
-
- *******
- G2: Where can I get the Neoanarchist's Guide to Everything Else?
- *******
- This net.book (not to be confused with the FASA product "The
- Neoanarchist's Guide to Real Life) contains SR articles of every
- description. Issues 1-4 were compiled by Jerry Stratton. Issue 5 was
- compiled by Tony Moller. The NAGEE is available by anonymous ftp from
- cerebus.acusd.edu in the /pub/Role-Playing/Shadowrun/NAGEE directory.
- The last issue of NAGEE released was number 5.
-
- *******
- G3: What other SR resources exist on Internet?
- *******
- Flashlife: Send name and email address to flashlife-request@kpc.com
- FTP Archive: ftp.umd.umich.edu /pub/frp/srun This is where to find the
- Equipment list and the character sheets that I did. It is also a
- good archive, so send stuff there if you need to.
- CyberRPG: (mailing list of rec.games.cyber postings)
- Bunch o' stuff: archive-server@veritas.com Send a mail message with a
- body of "send help" on one line and "send index" on the next
- Jayhawk: Mary Kuhner's fiction at ftp.white.toronto.edu
- /pub/frp/shadowrun/jayhawk
- Discussion Group: shadowrn@hearn.bitnet
- Mirror archive for Australian runners: yoyo.cc.monash.edu.au
- /pub/frp/shadowrun.
- For information mail ftp@yoyo.cc.monash.edu.au
- NERPS: cerebus.acusd.edu
- World Wide Web:
- http://www.cs.odu.edu/~mark/
- http://yoyo.cc.monash.edu.au/~wigs/shadowrun.html
-
-
- *******
- G4: Where can I get Kage?
- *******
- Kage is a magazine licenced by FASA to provide new stuff at a constant
- rate of once every three months. Subscriptions are $20 (add $4 for
- postage to Canada or Mexico, and $6 to overseas). Checks payable to
- AWOL Productions
- 2101 West Broadway #305
- POBox 6018
- Columbia, MO 65205-6018
- USA
- Also, those interested in the Official Shadowrun Fan Club, write to:
- Shadowrun Network
- P.O.Box 6018
- Columbia, Missouri 65205-6018
-
- *******
- G5: What Shadowrun products are absolutely necessary to play? How much
- of this stuff do I need to buy?
- *******
- This question comes up about every other month. The response is
- basically that you only absolutely need the main rulebook. The Grimore
- is also usually recommended as a must if you deal with magic
- significantly. In the list of prducts below, the results of a survey
- are listed. The survey asked a)if the responder owned the product, b) a
- rating from 1 to 10 of it, and c) a rating from 1 to 10 of how necessary
- the responder found it for their game. The first column listed is the
- percentage of total respondants who said they owned that product. The
- middle column is average rating given to the product of those who rated
- it. Note that not all respondants rated all products. The last column
- is an average of how crucial the respondants found the product. Again,
- the average is out of those who gave a crucial rating. As you can see
- by the lack of datal listed, this is not intended to be a deeply
- scientific survey.
-
- *******
- G6: What are all the Shadowrun products currently out? What are their
- product codes?
- *******
- See the above entry for what the numbers mean.
-
- RULES & TECHBOOKS:
- Shadowrun II, Softcover [7902] 100% 8.60 9.93
- Downtown Militarized Zone [7111 53% 5.25 2.50
- Fields of Fire [7114]
- GM's screen for SRII [7903] 80% 6.25 5.36
- Grimore II [7903] 93% 7.93 7.85
- Paranatural Animals of North America [7105] 87% 6.62 4.58
- Paranatural Animals of Europe [7112] 67% 7.20 4.70
- Rigger Black Book [7108] 93% 6.93 6.29
- Shadowbeat [7109] 73% 6.36 4.00
- Shadowtech [7110] 93% 8.14 6.85
- Sprawl Maps [7401]
- Street Samurai Catalog [7104] 93% 7.07 7.00
- Virtual Realities [7107] 100% 6.80 5.53
-
- OUTDATED OR NO LONGER PRINTED:
- GM's screen First Edition 67% 4.70 2.14
- Grimore First Edition [7106] 87% 6.92 4.36
- Shadowrun First Edition [7100] 100% 7.13 5.58
- Shadowrun II, Hardcover [7900] 100% 8.60 9.93
- Sprawl Sites [7103] 80% 6.42 5.38
-
- SOURCEBOOKS:
- Corporate Shadowfiles [7113]
- Denver Box Set [7212]
- London Sourcebook [7203] 60% 7.44 3.80
- Lone Star Sourcebook [7115]
- Native American Nations Volume I [7202] 80% 6.50 4.83
- Native American Nations Volume II [7207] 60% 6.67 4.67
- Neoanarchist's Guide to North America [7206] 67% 6.40 5.27
- Neoanarchist's Guide to Real Life [7208] 87% 7.54 5.69
- Germany Sourcebook [7204] 6.90 8.14
- Seattle Sourcebook [7201] 87% 7.54 6.50
- Tir na nOg [7211]
- Tir Tairngire Sourcebook [7210] 67% 7.70 5.80
-
- RUNS:
- Bottled Demon [7305] 67% 7.00 4.00
- Celtic Double-cross [7315]
- Dark Angel [7313] 33% 7.20 5.40
- Double Exposure (run/sourcebook) [7319]
- Dreamchipper [7303] 53% 6.25 4.25
- Elven Fire [7310] 47% 6.00 3.83
- Eye Witness [7316]
- Harlequin [7306] 80% 8.75 6.17
- Imago [7309] 47% 7.57 4.67
- Ivy and Chrome [7311] 60% 5.44 3.89
- A Killing Glare [7314] 33% 5.80 2.75
- One Stage Before [7312] 47% 6.43 4.83
- Queen Euphoria [7304]
- Paradise Lost: Hawaii Sourcebook [7317]
- Total Eclipse [7308] 53% 5.38 1.86
- Universal Brotherhood [7205] 53% 8.00 5.13
-
- OUT OF PRINT RUNS
- DNA/DOA [7301] 67% 5.90 3.50
- Dragon Hunt [7306] 53% 5.13 2.29
- Mercurial [7302] 53% 7.00 5.00
-
-
- FICTION: [ISBN codes]
- Instead of a crucial rating, here the last column gives an average (from
- 1 to 10) of how accurately the respondent felt the novel described the
- universe in which he or she ran.
- 2XS 60% 7.56 7.00
- Changling 53% 6.88 6.63
- Choose Your Enemies Carefully 60% 5.33 6.00
- Find Your Own Truth 60% 5.00 5.88
- Into the Shadows 60% 8.00 8.88
- Never Deal with a Dragon 60% 5.56 6.00
- Never Trust an Elf [0-451-45178-3] 53% 5.38 5.38
- Night's Pawn [0-451-45310-7] 40% 7.67 7.67
- Shadowplay [0-451-45228-3] 47% 7.29 7.14
- Streets of Blood [0-451-45199-6] 40% 8.33 7.67
- Striper Assassin [0-451-45313-1] 27% 5.25 5.00
- Lone Wolf [0-451-45367-0]
- Fade To Black
- Nosferatu
-
- UPCOMING PRODUCTS: (titles may not be exact)
- The numbers for these products indicate a projected rating average, and
- an average of how likely the respondant is to buy it (1 to 10)
- Ares Security Catalog 2054 7.27 9.54
- Bug City (new UB run) - Jan '95
- Burning Bright (novel) - (Sep 94)
- Burnt Offering (novel) - (Mar 95)
- Corporate Security Guidebook 6.91 9.33
- Divded Assets [7318] (run) - Nov '94
- Harlequin's Back [7320] - Sep '94 9.17 8.92
- Prime Runners (NPCs) - Oct '94
- Running Short 7.27 8.08
-
- RUMORS: (These have all been mentioned as being in production, but the
- validity of such claims is unknown). In the future "a major city will
- be vastly changed." "...and there's something in Tibet that you guys may
- never find out about."
- Neoanarchist's Guide to Europe 7.00 7.75
- France Sourcebook
- Amazonia Sourcebook (a long way off)
- Africa Sourcebook (a long way off)
-
- *******
- * G7: What are some good books for background reading?
- *******
- Above and beyond the standard cyberpunk books (Neuromancer, et.
- al.) here are some books for specific facets of Shadowrun.
- Rigging: _Hardwired_, Walter Jon Williams
- Gangs: _Do_Or_Die_, Leon Bing, ISBN 0-06-092291-5
- also, _Monster_, "Monster Kody" Shakur
- Upper-crust/political social gatherings: _The_Crown_Jewels_, Walter Jon
- Williams, ISBN 0-812-55798-0
- U.S. State/City/Downtown Maps: _U.S._City_to_City_Atlas_for_the_
- traveling_professional_, Pinstripe, ISBN 0-933162-45-6
- Folklore, American Indian: _American_Indian_Myths_&_Legends_, Erdoes &
- Ortiz, ISBN 0-394-74018-1
- Folklore, Mayan: _Popol_Vuh_, Dennis Tedlock, ISBN 0-671-61771-0
- Magical Groups: _The_Historical_Illuminatus_Chronicles, Robert Anton
- Wilson
- Street Living: _Shade_, Emily Davenport, ISBN 0-451-45062-0
- also, _Virtual_Girl_, Amy Thomspon, ISBN 0-441-86500-3
-
- **********************************
- * ARMOR *
- **********************************
-
- ******* <OLD>
- A1: Armor is too powerful. What is to be done?
- *******
- HOUSE 1: Treat the current autosuccesses from armor as auto-sixes.
-
- HOUSE 2: Armor does not give auto successes. It gives it's rating in
- dice (used as body dice) to damage resistance.
- VARIANT 1: Light armor gives 1 autosuccess in addition to dice.
- Heavy armor gives 2 autosuccesses in addition to dice. Form-fitting
- just gives dice.
-
- HOUSE 3: Armor as vanilla, but impact of attack can bruise. Resist
- damage with Body and dodge. If this does not get rid of the damage,
- then armor reduces damage. If any real damage gets through armor, the
- person takes that wound as normal, but if the armor absorbs all
- remaining damage, the character takes a stun wound equal to one wound
- category less than the damage that the armor cancelled.
-
- HOUSE 4: Armor gives no autosuccesses or dice. Instead it subtracts its
- rating from the Power of the attack. Zero power attacks do no damage.
-
- HOUSE 5: Armor degrades one point (permanently) if a) a weapon hits
- with a deadly damage code (regardless of whether the character resists
- the damage or not) or if b) the character inside the armor takes any
- damage at all. Note that both conditions can be satisfied from a single
- hit, degrading the armor by 2 points. This is the most that armor can
- be degraded by a single weapon hit.
-
- HOUSE 6: Roll a number of dice equal to armor rating. Add them together
- and divide power level of the attack (dropping all fractions). The
- result becomes the number of autosuccesses.
-
- *******
- A2: If I wear a lined coat over a secure jacket, do I get the benefits
- of both?
- *******
- VANILLA: No. Only the highest rating is valid. Armor is not
- cumulative.
-
- VANILLA (optional): Almost. You can layer armor, getting the rating of
- the highest, plus one-half (round-down) the rating of the next highest.
- Usuyally, you can only layer a jacket or coat over clothing style armor,
- so the lined coat/secure jacket ensamble is out. [This rule is on pg. 94
- of the Neoanarchist's Guide to Real Life, which came out after SRII,
- giving it precidence.]
-
- HOUSE 1: Each additional suit adds 1 to the rating of the toughest
- armor. If the additional armor has no rating in the category it is
- resisting, it gives no bonuses.
-
- **********************************
- * COMBAT *
- **********************************
-
- *******
- C1: How do I stop magicians with Increase Initiative Spell Locks from
- riding circles around cybered people?
- *******
- VANILLA <OLD>: Since you are limited to a maximum of four actions,
- characters with very high initiative scores will likely run out of
- actions, dodge dice and defence dice very early on in combat, leaving
- them open to multiple attacks resisted without aid.
-
- PSEUDO-VANILLA: While not actually in the rulebooks, the following has
- been mentioned by Paul Hume and Tom Dowd: when "stacking" spells over
- cyberware, only the highest rating holds. Reaction enhancements are not
- cumulative. This doesn't answer the question, but is important. In
- SRII, there are no cyber versions of Increase Initiative spells.
-
- HOUSE 1: Disallow Increase Reaction spells.
-
- HOUSE 2 <OLD>: Change Increase Reaction spells to only gain one die for
- every TWO levels of the spell. Thus Inc. Reac. 2 is equivalent to Wired
- 1, Inc. Reac. 4 is equiv to Wired 2.
-
- HOUSE 3: Change the number of phases between a character's actions from
- 10 (7 in SRI) to a variable number, based on cyberware/spells. Everyone
- gets only one die for Initiative. The value of the roll is added to
- Reaction (cyber/spell adjusted). Normal characters get an action every
- 7 phases, other characters by this table (for SRI, subtract 3 from each
- of these values:
- wired boosted Increase Physical
- _level_______reflexes____reflexes____Reaction____Adepts__
- 1 7 8 9 8
- 2 6 7 8 6
- 3 5 6 7 5
- 4 - - 6 4
- VARIANT 1: This same idea, but limiting the Reaction bonuses of the
- types of cyberware and/or spells as well (+1 per level of wired, for
- example, instead of +2).
- VARIANT 2: Don't use the table, but say that each extra die acts as
- a -1 decrement from the 10 base cycle rate. The extra dice are not
- rolled for initiative.
-
- HOUSE 4: Much like house 3 above, this uses an alteration of the base
- instead of extra dice. The normal time between actions is 8. All
- normal bonuses to reaction add a flat +2 to whatever their normal value
- is. Each extra die provided by an augmentation under normal rules
- reduces the time between actions by one.
-
- *******
- C2: Does the rule of 6 apply to initiative?
- *******
- VANILLA: No. Initiative is not a test and the rule of 6 applies only to
- tests. [This can be found in the eratta sheets].
-
- HOUSE 1: Yes.
-
- HOUSE 2: Yes, but only to the natural die (the 'free' die that everyone
- gets for initiative; extra dice from cyber are as normal.)
-
- *******
- C3: Shouldn't there be a hit location system?
- *******
- VANILLA: The amount of damage done by shooting someone in SR is based
- on a skill roll. The more skill you have, the more damage you are
- likely to do. Since the amount of skill you possess does not change how
- hard the bullet hits, the only way to explain this is by saying that the
- more skill someone has, the more likely they are to shoot someone in a
- vital and/or exposed location. Therefore, a hit location system of
- sorts is built-in to the system.
-
- HOUSE 1: Use DMZ-like hit location system. Mark two damage tracks (one
- mental, one physical) as follows:
- +1 +2 +3 +4
- 12 11 10 9 8 7 6 5 4 3 2 1 0 D
- When a character is injured, roll 2d6 to determine where on the track
- the damage is applied. Wounds do the same number of "boxes" as in
- Shadowrun. For example, a Moderate wound with a 2d6 roll of 6 fills in
- boxes 6, 5 and 4, giving a +2 modifier to all the character's die rolls
- thereafter. Skip any boxes that are already filled in. At 0 the
- character is just unconscious; at D, comatose (mental) or dead
- (physical). Additional boxes on the Mental track wrap onto the Physical
- track.
-
- *******
- C4: Why are grenades so wimpy?
- *******
- VANILLA: SRII allows the number of successes to stage up damage as well
- as accuracy [SRII pg. 97, col. 2]. Also, use repurcussion rules. [SRII,
- pg. 97-98].
-
- HOUSE 1: Increase the base damage of grenades to D.
-
- *******
- C5: Where are the more obscure combat modifiers found?
- *******
- Most of the modifiers to combat are on page 89 of SRII. Others are:
- Reactive trigger <OLD> extra shot for single shot weapons (Street Sam
-
- pg18,20) This is standard equipment on any gun that can use it in SRII
- and is basically ignored/incorporated into the combat rules.
- Ultrasound Sight negates visiblity mods (Street Sam, pg 36)
- Image Magnification (SRII pg 90, 240)
-
- *******
- C6: How to narcoject weapons work?
- *******
- VANILLA: Roll combat pool dice against "the target number". Then "if
- the test succeeds, the target makes a body test" against the toxin
- [SRII, pg 277]. The problem here is: what target number? While
- narcojet toxin is given a power rating, narcojet weapons are not, so...
-
- HOUSE 1: Attacker A rolls firearms dice normally. Target T rolls combat
- pool against A's firearms rating. T's sucesses are subtracted from A's.
- If the net sucesses are greater than one-half (round-down) T's impact
- armor, the dart penetrates and T must resist the effects of the drug
- with Body dice (not-including Dermal Armor, but some toxin fighting
- cyberware may apply).
-
- HOUSE 2: Give Narcojet weapons a power of 6 for the purposes of
- determining if the dart penetrates impact armor. Each success from the
- combat pool of the attacker increases the power. Each success of the
- combat pool of the target reduces the power. If the power is not
- reduced to 0, the toxin is injected, and the target must use body dice
- to resist the toxin.
-
- ******
- C7: As written, the Viper is a powerful pistol. How do I stop it?
- ******
- VANILLA: The Viper has a damage code of 9S(f). However, it is also
- capable of burst fire, giving a damage code of 12D(f). Against an
- armored target, this becomes 12S, which is rather a lot for a light
- pistol with a concealabililty of 6.
-
- HOUSE 1: Drop the Viper's base power to 6 instead of 9.
-
- HOUSE 2: Make the Viper incapable of burst fire.
-
- HOUSE 3: Unrealated to the above, a suggestion is made to make the viper
- an inherantly silent weapon that does not use bullets, but rather sprays
- the flechettes directly. This would make gas venting useless, but would
- likely reduce recoil anyway. It would also make ammunition expensive
- and unique.
-
- **********************************
- * DECKING *
- **********************************
-
- *******
- D1. Using Virtual Realities rules, how does a starting decker use Tech
- to get a deck? Does he pay street costs? What about programs?
- *******
- VANILLA: Continue to use the prices in the original rules for purposes
- of beginning equipment.
-
- HOUSE 1: Use street costs in Virtual Realities for decks and programs.
- Remember street decks do not come with MPCP chips.
-
- HOUSE 2: Use tech money to buy street cost equipment and the necessary
- hours of deck-making/programming time needed to build equipment and
- software. 100Y will give you one day of time. There are no skill rolls
- to cut the time nor can time overlap (i.e. no saving days by designing
- one component while another's chips are cooking).
-
- *******
- D2. How to you keep non-decking players from being bored while decking
- is happening and vice-versa?
- *******
- VANILLA: Use the quick and dirty resolution system from Virtual
- Realities.
-
- HOUSE 1: The Practical Approach: Create deckers that have combat or
- other skills. This keeps them in the action.
-
- HOUSE 2: The Practical But More Limiting To Your Players Approach: Use
- only NPC deckers. Have all decking happen behind the scenes.
-
- HOUSE 3: The Theatric Approach: Handle decking as a role-playing
- encounter, rolling dice only occasionally. A creative GM can keep all
- the players interested in the description of the place (use lots of
- sculpted systems) as well as have the decker interact with the Matrix
- the way it is intended to be -- on a human level.
-
- HOUSE 4: The Intellectually Unsatisfying but Very Effective Approach:
- Have the decker character run by himself. Literally. Give the player
- the node map (or make him make one up using the random tables in SR) and
- let him make all rolls for himself as well as IC. This requires trust-
- worthy players, but works well for many campaigns.
-
- HOUSE 5: The Multi-tasking Approach: Shift between Matrix and real
- action. This takes practice, but once the timing is down, it can be
- good.
-
- HOUSE 6: The Forethought Approach: Have the decker show up an hour or
- two early. Tell him in the vaguest possible terms what his objective in
- the matrix is. Keep careful track of the times of all significant
- events. When the appropriate moment comes in the regular gaming
- session, play out the events the decker caused to occur.
-
- *******
- D3: Do Persona programs take up storage space?
- *******
- No. They are hard-coded into optical chips in the deck. The size
- ratings given in the rules are useful only when you are writing one of
- these programs.
-
- *******
- D4: What, exactly, makes up the hacking pool?
- *******
- Hacking Pool = Natural React + Skill + (2*Response Increase Level).
- Cyberware (except for some of the new goodies in Shadowtech like the
- Math SPU) has NO effect on hacking pool. This includes cyberware which
- increases reaction unless otherwise stated (e.g. Wired and Boosted
- reflexes don't help at all).
-
- *******
- D5: How the hell does decking work?
- *******
- This example uses full Virtual Realities rules, including modes and
- load.
- Decker with Reaction: 5, Computer: 6, Intelligence: 6, Hacking Pool: 11
- Deck:
- MPCP: 6 Attack: 6 (72Mp)
- Bod: 6 Auto-Execute: 4 (16Mp)
- Evasion: 6 Deception: 4 (32Mp)
- Masking: 6 Sleaze: 4 (48Mp)
- Sensors: 6 Hardening: 3 Response: 0
- [Note, this deck is actually illegal. The sum of the persona ratings
- can't exceed 3 times the MPCP (in this case, 18). This error will not be
- fixed to keep the numbers a bit more managable.]
-
- NOTE: Whenever pool is mentioned, remember that the number of dice from
- the pool cannot exceed the rating of the utility being run. (SRII, pg
- 85.)
-
- Decker loads all utils to start with. Enters in Masking Mode with MPCP
- set at 6. This gives effective ratings of:
- Bod/Eva/Msk/Sen: 3/3/9/3 Load: 5 (MPCP/2 + (Mp in active mem)/100))
-
- Decker tries to sleaze into a Green-4 SAN with an Access-4.
- SAN Green: 2 Threshold Rating: 4
- Max Load: 8 IC Load: 2
- Decker enters node to contact range, Load goes to 7 which is 'normal
- load'.
- SLEAZE with Auto-exec:
- Execution Test: none. SAN Rating - Auto-exec rating = 0. No T#
- penalty.
- Opposed Success Test Decker IC
- # of Dice 4 (Sleaze Rtg) + pool 4 (IC Rtg)
- Target Number 4 (Node Rtg) 9 (Deckers Masking)
- Decker wins if Her Succ - Node Succ > 2
- The node wins if the same value is < 0
- All other results (difference being 0,1 or 2) are 'ties'.
-
- SLEAZE without Auto-exec:
- Execution Test: Decker Node
- # of Dice 4 (Sleaze Rtg) + pool 4 (Node Rtg)
- Target Number 4 (Node Rtg) 9 (Deckers Masking)
- Decker wins if Her Succ - Node Succ > 2
- The node wins if the same value is < 0
- All other results (difference being 0,1 or 2) are 'ties'.
- Then as Opposed Success Test above. Pool does not refresh.
-
-
- Next situation: Datastore with Black IC:4. Black IC swarms out and
- attacks.
-
- This situation will almost never happen. The Black IC needs a trigger,
- like Access or Barrier or it will either a) never activate, or b) always
- activate when anyone -- even legitimate users -- enter the node. It
- could also come in, activated by an alert. If activated by alert, the
- Black IC acts as Probe IC, and would interrogate the decker when it
- found her. For the sake of the argument, let's say the decker failed
- to sleaze or deceive the Black IC. Since she was in a datastore
- scanning for data, she was probably in Sensor Mode. All utilities are
- still in active memory, giving her a load of 7.
-
- Let's say the Black IC has Shifting Defence (VR pg.22)
-
- When the IC activates, its load gets added to the node's. Assuming that
- its load rating is 2*rating, its load is 8; however, it also has
- Shifting Defence which increases the rating (ONLY for the purpose of
- determining load) by one, making the rating 5, giving a 10 load. When
- the IC activates, this 10 load is added to the 7 of the decker. 17 is 2
- more than the Maximum Load of the node (see below). This sends the node
- into overload. This triggers a passive alert (but since the decker is
- being attacked, this is somewhat academic). IC behaves as if it were 2
- rating points lower than normal, as do utilities. For simplicity (too
- late!), the events of this paragrph will be ignored in the following
- example.
-
- Datastore Orange: 3 Threshold Rating: 5
- Max Load: 15 IC Load: 10
- COMBAT
-
- Initiative:
- Decker gets 1d6 + Reaction. No pool.
- IC gets 7 (Orange Node) + 4 (IC's rating) = 11 (IC probably wins)
-
- IC Attack (The VR Black IC says "once the Black IC scores a hit the
- decker may Hang Tough or Jack Out." I take this to mean that
- the IC needs to score a hit in normal combat before it gets
- nasty; like having to touch someone for Poison Touch to work.
- This is not explicit in the rules, but my guess is the IC needs
- one net to start its process and DOES, incidentally, damage the
- DECK when it does so):
- Resisted Success Test:
- IC Attack: T# = 3 (Deck's current Bod (in Sensor Mode))
- dice = 4 (IC Rating)
- Decker Resist: T# = 5 (Node Rtg)
- dice = MPCP + pool. Deck's hardening gives 3
- auto-successes.
- If Decker gets more successes, no damage, Black IC hasn't got
-
- hold of her. Decker gets to attack.
- If the IC gets more successes, net successes apply to the
- damage track of the deck, Black IC gets hold. Black IC
- Effects (see below).
-
- Decker Attacks (w/ Auto-exec)
- Decker's pool refreshes
- Execution Test: none. Node Rating - Auto-exec = 1, so +1 to all
- Decker's T#s with the attack utility.
- Opposed Success Test
- Decker Attack: Decker IC
- # of Dice 6 (Attack Rtg) + pool 4 (IC Rtg)
- Target Number 8 (5(Node Rtg) + 2 due 3 (Deckers Bod)
- to IC's Shifting Defence
- + 1 due to Auto-exec)
-
- Side with greater number of successes damages the other. Decker
- must overcome threshold, IC must overcome hardening. If the
- attack program had a staging and Decker did damage, the damage
- would be the staging plus the net successes. If the Black IC
- hits, it gives the net successes in damage to the deck. Black IC
- Effects (see below).
-
- Decker Attacks (without Auto-exec)
- Decker's Pool refreshes
- Execution Test (aka Aiming): T#: 5 (Node Rating)
- dice: pool
- Total successes - 3 (for Node Threshold) add to the Attack
- Program's Rating for next step. If 0 net successes, attack
- misses.
- Resisted Success Test for Damage
- Decker: T# = 5 (Node rating)
- dice = 6 (Attack rtg) + # successes from Execution test
- + remaining pool.
- IC: T# = 6 (Decker's Computer skill)
- dice = 4 (IC Rating)
- Net successes apply to IC. If the Utility had a staging, the
- damage would be base staging plus net successes.
-
- Black IC Effects
- Decker's pool doesn't refresh
- Hang Tough
- Resisted Success Test
- IC: T# = Decker's Body (not Int in Virtual Realities)
- dice = 4 (Rating)
- Decker Resist: T# = 4 (IC Rating)
- dice = Her Body + remaining pool, Hardening Auto-succ.
- IC net successes do damage (one box/succes) to Decker.
- Jack Out
- Unresisted Test
- Decker: T# = 4 (IC Rtg)
- dice = willpower
- Any successes and she's out, but must use Body to resist 4M2
-
- stun damage. Then she must resist Dump Shock (SR 102).
-
- *******
- * D6: What good are Sensors?
- *******
- VANILLA: Sensors only take part in play against other deckers.
-
- HOUSE 1: The Sensors rating is used as the number of dice for perception
- tests in the matrix.
-
- HOUSE 2: Any programs which rely on Sensors (like Analyze) cannot
- generate more successes than your Sensors rating.
-
- HOUSE 3: Change the target of IC resisting Sensor programs to Sensors
- rather than Evasion.
-
- **********************************
- * MAGIC *
- **********************************
-
- *******
- M1: How do Increase Initiative spells work?
- *******
- VANILLA: Each level of the spell adds an extra die to the caster's
- Initiative. The number of successes scored on the spell sucess test is
- irrelevant.
-
- HOUSE: For ways to control this spell, see the Reaction section of the
- Combat section.
-
- *******
- M2: How does grounding spells into a spell lock work?
- *******
- VANILLA: Spells and spell locks behave like living things on the astral
- plane. When they come in contact, they fight. If the spell wins, it
- grounds into the lock. Spell locks fight with a rating of 1 (regardless
- of what force the spell they are locking was cast at or how many
- successes were made during the casting.) If the attacking spell was a
- mana spell, the astral portion of the lock is destroyed, and the spell
- it was locking dissapates; the lock itself will have to be rebonded, but
- is intact. If the attacking spell was a physical spell, it grounds into
- the lock (in real space), destroying it. If the attacking spell was (in
- addition to being a physical spell) an area spell, the spell effects
- those around the lock in a normal way. Note that this is not astral
- combat as in SRI, but a single opposed success test [SRII, pg 139, 149-
- 150].
-
- *******
- M3: What is the difference between spell locks and Quickening?
- *******
- VANILLA: Only Initiates can use Quickening; any full magician can bond
- a lock. Locks have and astral rating of 1; quickened spells have a
- rating equal to the force they were cast at (actual force, not how many
- die were used). Quickened spells have no physical component.
-
- *******
- M4: Can anyone pay the karma for bonding a spell lock?
- *******
- VANILLA: No. The same magician must a) cast the spell to be locked, b)
- lock the spell, and c) pay the karma. The magician does not have to
- lock the spell TO himself, however. There is an astral link between the
- caster and the lock.
-
- *******
- M5: Can spell locks be turned off without making them useless?
- *******
- VANILLA: Yes. A bonded focus does not have to be an active focus; for
- a focus to be active, however, it must be bonded. Locks can be turned
- off and on by the magicgan that created it using a Simple Action [SRII
- page 138 col 2].
-
- *******
- M6: The rules for First Bonding in the Grimore II (pg. 26) allow PCs to
- bond powerful foci for nearly no karma if enough Arcana and Orichalcum
- is used. How can that be stopped?
- *******
- VANILLA: Remember First bonding only applies to foci that have never
- before been bonded by anyone: foci just produced, (in most cases)
- specifically by and/or for the bonder. Second, Arcana and Orichalcum
- are really expensive (wether the cost is measured in nuyen or time).
- Making foci can take a long time.
-
- HOUSE 1: Apply the modifiers to final cost of the foci, not to the base
- cost. That is ((base*rating)-modifiers), not ((base-modifiers)*rating).
- In other words, bonding a power foci rating 3 using 4 units of
- orichalcum would cost (7*3)-4 = 17, not (7-4)*3 = 9.
-
- HOUSE 2: Keep the rules as is, but make the First Bonding mean bonding
- the magic to the focus, not the focus to the magician. In other words,
- the First Bonding makes the focus a focus (gives it it's astral presence
- and abilities), then the focus needs to be bonded to the magician as per
- the tables on the next page (pg49).
-
- ******
- M7: Can foci be masked?
- ******
- VANILLA: Yes. An Initiate can mask a number of rating points in foci up
- to his grade. (GrimII, pg 46)
-
- ******
- M8: Can Physical Adepts use metamagic?
- ******
- VANILLA: The Grimore II finally answered parts of this one.
- Centering: Yes, for Physical Skills (Grim II, pg 43)
-
- HOUSE 1:
- Quickening: No. Can't cast spells.
- Dispelling: No. Cannot use sorcery skill in that way.
- Sheilding: No. PAs have no magic pool.
- Masking: Yes.
- Anchoring: No. Can't cast spells.
-
- HOUSE 2:
- Masking: Yes, but only if the PA has Astral Perception.
-
- *******
- M9: Which are better, Shamans or Mages?
- *******
- VANILLA: Just the facts:
- _category_______________________Shaman_______________________Mages_____
- Spells Cast identical
- Sorcery Bonuses Totem dice, always avail elemental service
- Category By totem only by elemental type
- Sorcery Penalties by totem none
- Conjure Nature Spirits Elementals
- Time of summoning One action Force * hours
- Length of service Until sun rises or sets continuously
- or until services used or until services used
- Abilities Limited Extensive
- Range Limited to domain summoned in no limits
- Types restricted by domain by materials used
- Initiation Extras Grade added to totem dice <OLD>
- Great Forms can cross domains
- Astral Quests to totem plane to all elemental planes
-
- *******
- M10: Physical Adepts vs. Samurai
- *******
- [This argument comes up about four times a year, it seems like. Usually
- all the different opinions are expressed within the first four or five
- posts, then the net degenerates into extended point/counterpoint for a
- long time for no apparent reason. The following is a list of some of the
- opinions expressed during the last time this topic was discussed.]
-
- PhysAds can beat up on samurai.
- No they can't.
- Yes they can.
- No they can't.
- Yes they can.
- Physical Adepts have trouble competing in a high-combat, high-tech
- campaign or in a power escalation situation.
- Physical Adepts are much harder to abuse than street samurai.
- No they aren't
- PA's are cool if played in the right way.
- It is very difficult to make a survivable PA using the current rules.
- No it isn't.
- Yes it is.
- PAs have more style.
- Look, I'm telling you, PAs can kick sammy ass.
- No they can't.
- Yes they can.
- No they can't.
- Yes they can!
- NO!
- YES!
- NO!
- Well, this .particular. samurai can beat any PA ever.
- No he can't.
- Yes he can.
- No he can't.
- Yes he can.
- [Etc.]
- This is getting old.
- No it isn't.
-
- *******
- M11: Can an alienation victim move?
- *******
- VANILLA: Not specified. In a novel, however, a character does cross the
- street while alienated. Remember that spirits cannot cross domain lines.
-
- HOUSE 1: The person can only move if the spirit allows him to.
-
- HOUSE 2: No. You cannot move while alienated.
-
- HOUSE 3: Yes, but only at walking pace, and even to do that requires a
- Willpower roll against half the spirit's Essence (round-down).
-
- HOUSE 4: Yes. Character abilities are not effected, though no one can
- see the character, so he can get plowed by friendly fire, a moving
- object (e.g a bus) and so on.
-
- *******
- M12: Can spells ground through quickenings?
- *******
- VANILLA: Not stated either way. However, because there is no other
- aspect to a quickening besides the spell itself, the answer is no:
- spells cannot be cast at other spells.
-
- HOUSE 1: Yes. The astral circuit which is created acts as a bridge into
- realspace.
-
- *******
- M13: Can spells ground through astrally perceiving/projecting magicians?
- *******
- VANILLA: They definitely can ground through perceiving magicians [SRII,
- pg 146, col 1]. It is never actually stated that spells can ground
- through projecting magicians, though it is strongly implied [Neo-
- Anarchists Guide to Real Life, pg 21], and never refuted.
-
- *******
- M14: Can damaging manipulation spells ground?
- *******
- VANILLA: No. No maniuplations may ground, becuase they are slightly
- different in nature (SRII, pg. 139, col 1). Basically, manipulations
- travel through real space as well, not exclusively astral space like
- other spells.
-
- HOUSE 1: One way of getting manuiplation spells mechanics to jive with
- normal spells is to say that damaging manipulations (DMs) are targeted
- on the .caster., not the ultimate target. DMs, instead of being spells
- which cause elemental explosion, then can be viewed as spells which
- 'energize' the caster so that she can toss out an elemental effect.
- In this way, the spell does exist only in astral while en route from the
- caster to the target, like any other spell; however, in this view, this
- route is short, beucase the caster is the target. When the spell hits
- the target (the caster), it takes effect. The effect in this case is to
- allow the magician to project (solely in real space) an elemental
- effect. An implication of this is that DM can only really be cast on
- the caster (though the resulting elemental effect can be directed
- towards anyone), which means that grounding such a spell is basically
- impossible, as it can only affect the caster.
-
- *******
- M15: Is glass transparent in astral space?
- *******
- VANILLA: Yes. Anything transparent in real space is transparent in
- astral space, due to "reflected light". (SRII, pg 145, col 1).
-
- HOUSE 1: Yes, but light and photons in real space have nothing to do
- with it. Glass is transparent because that is its nature. It was
- manufactured, intended to be transparent. Because astral space is a
- realm of intent and purpose, this simple intent carries over and glass's
- aura is transparent as well.
-
- *******
- M15: Can nature spirits Manifest?
- *******
- VANILLA: "To use its powers on [anyone other than the shaman who
- summoned it], a nature spirit must manifest." (SRII, pg 140, col 1).
- However, the power Manifestation is noticably absent from any and all
- lists of Nature Spirit Powers (SRII, pp.228-9,235). On the other hand,
- "When they do manifest, it is often in a form that reflects their home
- terrain". (SRII, pg 228).
-
- PSUEDO-VANILLA: There is a difference between nature spirit's ability to
- manifest and the Manifestation power. By "Manifest", FASA means all the
- abilities listed by the Manifestation power, but by "manifest" it means
- solely a visible and tangible form the spirit can take, but this form
- does not gain the advantages of the Manifestation power. [This has some
- problems when trying to decide how one combat's "manifesting" nature
- spirits.
-
- HOUSE 1: Give all Nature Spirits the Manifestation Power (described in
- SRII, pg 219).
-
- **********************************
- * MECHANICS *
- **********************************
-
- *******
- Q1: Are a six and seven (or 12 and 13, etc.) Target number the same?
- *******
- VANILA: For the most part, yes; howvever, if someone has, say a +2
- modifier to do something, six and seven become 8 and 9, which is quite a
- differece. This works both ways -- with target number of 4, a +2
- modifer is effectively the same as a +3 modifier. Six and seven are can
- be different in opposed success tests, as well (rating 7 IC is different
- from Rating 6 IC because it rolls more dice).
-
- HOUSE 1: The rule of six is altered. When 'rerolling' sixes, the value
- added is five instead of six. A six on the reroll adds 5 + a new die
- under the same rules. Thus (with one die) rolling a 6 then 4 yeilds 5 +
- 4 = 9. Rolling a 6 then 6 then 4 yields 5 + 5 + 4 = 14.
-
- *******
- Q2: When your target number is 4, but you roll an 18, do you get any
- bonuses?
- *******
- VANILLA: No. Only the number of successes matters, not the highest
- number rolled.
-
- HOUSE 1: You gain an extra success for every multiple of six over the
- target numer. Thus T# + 6 is two successes, T# + 12 is three successes.
-
- HOUSE 2: Multiples of the target number are extra successes. With a T#
- of 4, an 8 gives two successes, a 12 would give three total.
- VARIANT: Only applies to target numbers 5 or greater.
-
- *******
- Q3: If I have level 3 skillwires with a rating 3 firearms skillsoft as
- well as a firearms skill of 5, when I slot the chip is my firearms skill
- 5 (normal skill level) or 8 (the sum of the chip and normal level)?
- *******
- VANILLA: Neither. Your skill is 3, the level of the skillsoft.
- Skillwires override existing skills. The normal Shadowrun guideline is
- when two skills/systems are operating at once, use the highest of the
- two, do not sum the ratings. For example, a samurai with Wired Reflexes
- 2 and a Increase Reaction +1 spell on him only gets two extra dice (from
- the higher of the two systems), not three. Note that Skillwires are an
- exception to this rule as they .always. use the skillsoft rating.
-
- *******
- Q4: How do concentrations and specializations work?
- *******
- VANILLA: The mechanics of concentrations and specializations (c/s)
- differ widely depending on when in a characters life they are used,
- either during character creation or after character creation.
- During character creation one concentration can be chosen per skill
- (if desired). This gives the character what amounts to two skills. For
- example, Bob spends 6 skill points to buy Firearms 6. He then decides
- to concentrate in Pistols. Bob now has a Firearms 5 skill and a Pistols
- 7 skill. A character can also take one specialization per
- concentration. Bob chooses to specialize in the Preditor II, giving him
- Firearms 4, Pistols 6 and Preditor II 8. Note that no extra skill
- points were spent to get these concentrations and specializations.
- After character generation, the only difference between normal skills
- and c/s (apart from the narrowness of focus, of course) is karma cost to
- improve them . Treat the normal skill, the concentration and the
- specialization as different skills. Bob has some karma points. He
- could increase any and/or all of his normal or c/s skills.
- In SRI, to increase his Firearms to 5, he'd have to spend 8 karma
- (current rating (5) x 2 (normal skill)). Bumping his Pistol skill to 7
- would cost 9 points (current rating (6) x 1.5 (concentration)). Moving
- Preditor II to 9 would take 8 points (current rating (8) X 1
- (specialization)). Note the increasing any one of these skills has _no_
- effect on the other two.
- In SRII, the deal is the same, except you use the new rating, not the
- current one. So Firearms to 5 would be 10, Pistol to 7 would be 11 and
- Preditor II to 7 would cost 9.
-
- *******
- Q4: How much karma/cash do you usually award?
- *******
- VANILLA: A recent survey conducted on the subject indicates the average
- karma/cash award for a run is 5.45 karma and 35,000 nuyen.
-
-