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May 30th, 2015
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  1. House Rules in Effect:
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  3. 1) No free looting of corpses for lasting effect. Feel free to loot a corpse or steal something for temporary use in a run, but if you intend to keep it after the run, you have to pay for it with your saved cash or use karma-to-cash conversion to pay for the item. I know this makes little sense ICly, but it's for game balance and keeps things OOCly fair.
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  5. 2) Karma payouts:
  6. Suggested karma payouts are stupid in the books. It can take 5-10 full sessions to advance a single stat in some cases. This is ridiculous unless we intend to stay together for years, and I just can't promise I have that in me.
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  8. 0.5 Karma per real hour of play, rounded up. Don't abuse this by purposely stalling or I'll nerf your karma, chummer.
  9. 1 Karma for completing a minor goal (character or team)
  10. 2-3 Karma for completing a major goal (character or team)
  11. 1-2 Karma for Roleplaying. Stay in character, have fun.
  12. 1 Karma you have to gift to someone else, per session. Give it to the person who you feel made the session most fun for you.
  13. 1-2 Karma for Guts. Be daring and brave.
  14. 1-2 Karma for Smarts. Think of a clever plan or solve a puzzle or pull off a good scam.
  15. 1-2 Karma for Motivation. Be actively involved in progressing the storyline.
  16. 1 Karma for creativity: Use an unexpected skill to solve a problem.
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  18. If you feel that you've done any of the above, and I missed it, please tell me. That is not an invitation to argue. If I say it doesn't qualify, it doesn't qualify.
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  20. 3) Cash Payouts:
  21. All of the following are just rough guidelines.
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  23. Milk Runs: Go here, talk to person, simple shit. Little to no risk. 1,000 =Y=
  24. Easy Runs: 1-2 days, minor legwork, little risk. Break into a small office, surveillance, etc.) 5,000 =Y=
  25. Average Runs: Combat is likely, medium risk. A week of IC time. Multiple steps involved. 10,000 =Y=
  26. Elite Runs: Combat is very likely, high chance of death. Often needing all three planes of interaction (magic, physical, matrix). Breaking into megacorp arcologies. 50,000 =Y=
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  28. Negotiation is possible. Announce if you want to try to negotiate, state the goal. Want to make more? Want money up front? Want costs covered? I'll set the difficulty, and if you make a success then it'll happen, if it's within the realm of reason.
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  30. 4) Karma to Cash: 2k =Y= for 1 karma, but if done at any other time than a mission payout, you have to find some IC reason to justify it. Just say you've been picking up odd jobs, stealing cars, whatever. Just give some valid justification. Gives more flavor, gives me potential story hooks.
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  32. 5) Essence Holes: Normally, when you remove -any- implant, it leaves an essence hole. An example of this is as follows: If you have 6 essence, you get an implant costing 3.5 essence, replace it with an implant worth 3 essence, you don't get the .5 essence back, it's just sitting there as an essence hole. If you then get an implant worth 1 essence, it first uses up the hole, meaning your essence only drops by .5 points. I find that this causes a lot of paperwork for no good reason. Essence gained via removing implants does -not- grant a mage free magic points or an adept free power points.
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  34. Things that cause essence holes:
  35. 1) Removing implants that totally replace or severely alter an existing body part, but you do not replace/repair the missing implant site with cloned material.
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  37. Things that do NOT cause essence holes:
  38. 1) Removing an implant that does not replace or severely alter an existing body part.
  39. 2) Replacing an implant with a similar implant with less of an essence cost, for example upgrading a cyberarm from Standard to Alpha.
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