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Nixierun

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Mar 21st, 2018
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  1. Basics
  2. - Conceptually, this is intended to be a street game, and blatant cheese (whether intentional or accidental) will lead to recommendations to find ways to tweak them out
  3. - As a guideline, consider that if you roll more than 15 dice on your main skill or two, you went overboard.
  4. - The main rulebooks to use are going to be the 20th Anniversary core book, Arsenal, Street Magic, Unwired, and the 4e Runner's Companion
  5. * For Arsenal: Emotitoys are banned, Form Fitting Body Armor does not stack with normal armor
  6. * In Runner's Companion, the only metatype options that will be allowed are Metavariants; no AIs, no Drakes, no Infected, no Surgewank.
  7. * I will accept stuff from other 4e sourcebooks on a case-by-case basis. I will very likely say no to a lot of stuff that feels like it mostly adds cheese rather than fun options.
  8.  
  9. Minor House Rules
  10. - Skills are going to be pared down a little bit
  11. * Diving is now a specialization of Swimming
  12. * Climbing and Skydiving are specializations of Gymnastics
  13. * Heavy Weapons is scrapped; Machine Guns fall under Automatics, Assault Cannons under Longarms
  14. * Machine Pistols are covered under both Automatics and Pistols, whichever you're better at
  15. * Data Search is now a specialization of Computer
  16. * Locksmith is a specialization of Hardware
  17. * Dodge is gone as a skill (instead full defence is a baseline of Intuition + Reaction modified by Gymnastics or a Melee skill)
  18. * Cycling is a specialization of Running rather than Piloting
  19. - Initiative: Goes back to the old initiative system (which 5e also did); For each initiative pass you would normally get you roll 1d6, add Intuition and Reaction, you get one initiative pass for each 10 (e.g. someone whose initiative roll adds up to 22 would get three passes this round)
  20. - Alchemy preparations do not require a command to activate because this is fucking absurd and makes this subset of Enchanting completely worthless even compared to the relative worthlessness of enchanting as a skill for anyone who isn't a talismonger.
  21. - I will ignore a lot of finnicky and frankly bad modifiers
  22.  
  23. Character Creation
  24. - Please try to avoid Full Mages and Mystic Adepts; Technomancy is fine, Adepts are fine, Aspected Magic is fine
  25. - Aspected Magic can be: Full Summoner, Full Sorcerer, or Specialist (e.g. an Illusionist from Druidic or Sufi traditions would still have the ability to call upon spirits of Air)
  26. - If you want the SINner quality, National and Criminal SINs are fine (still consider not having a file in the same jursdiction we're in), Corporate SINs are going to be iffy and require a good backstory to justify it.
  27. - You're allowed one piece of illegal gear worth no more than 4000Y, not counting fake IDs
  28. - Metatypes: Humans are still free, Dwarves are 70 karma, Elves and Orcs are 50 karma, Trolls are 120 karma, see the table below for actual stats and ignore the rulebook table. If you're interested in a metavariant from Runner's Companion please PM me.
  29. - Qualities: their cost is 2 karma for each BP; you may spend up to 70 karma in positives and gain up to 70 karma in negatives; note that Technomancer, Adept and Aspected Mage are all 10 karma qualities.
  30. - Attributes: You may start with one hard-capped or two soft-capped attributes at most. Each attribute rank over 1 is worth 5 karma per rank, cumulatively (going from 2 to 3 is 15 karma, from 1 to 3 is 25); metatype bonuses are added at the end. Attributes are Body, Strength, Reaction, Agility, Intuition, Logic, Willpower, Charisma, and Edge; Adepts and Mages also have Magic while Technomancers have Resonance.
  31. - Skills
  32. Knowledge skills cost 2 karma to buy and 1 cumulative karma per additional level to increase; these are things like languages, hobbies, trivia, minor professional skills, etc; every character gets 6 karma to spend there for free plus an additional 3 for every 5 karma spent on Logic and Intuition (e.g. a character with Log 3, Int 4 has 48 karma to spend on free knowledge skills); they may be specialized for 1 karma
  33. Active skills cost 4 karma to buy and 2 cumulative karma per additional level to increase; you may start with one active skill at 6 or two at 5. Every active skill can be specialized, which costs 2 karma, but you're only allowed one specialty for each skill at character creation.
  34. Active skill groups cost 10 karma to buy and 5 cumulative karma per additional level to increase; these are things like Outdoors or Engineering. You may have one skill group at 5 at character creation, and you can't take a specialty in a skill group.
  35. - General Resources
  36. 1 karma purchases 2000Y in gear; note that none of this money carries over as savings
  37. Contacts are 2 karma for each rank of either loyalty of resources; you get 3 karma to spent for each point of Charisma total.
  38. - Magical Resources
  39. Adepts begin with 1 power point to spend on abilities for each point of Magic
  40. Summoners can start with as many bound spirits as their charisma score; each of these bound spirits can owe as many favors as the mage has skill ranks in summoning, at a cost of 2 karma for each favor owed.
  41. Magic characters can start with bonded foci, at a cost of 2 karma for each force rating of the focus.
  42. Sorcerers can know at most 2 spells per rank in Spellcasting, at a cost of 5 karma each.
  43. - Techomancer Resources
  44. A technomancer can learn twice their Logic in complex forms, regardless of ranks; it costs 2 karma to learn a complex form plus another 2 cumulative karma for each rating
  45. Technomancers can start with a number of sprites pre-compiled equal to their Charisma, each owing a number of tasks up to the techno's Compiling skill. Each task owed is 2 karma.
  46. - Derived Stats
  47. Base Initiative is Intuition + Reaction + 1d6; each additional pass is another +1d6
  48. Base Dodge is Reaction, Full Defense is Intuition + Reaction
  49. Condition is 8 + Will/2 for Stun, 8 + Body/2 for Physical (since those are always rounded up, it's always a reasonably good idea to keep Body and Willpower odd numbers)
  50.  
  51. Variant Metatype Rules
  52. - These are intended, primarily, to tone down the sheer excess of some metatypes
  53. Humans remain baseline unchanged; they get +1 to Edge
  54. Dwarves get +1 Will, +1 to max Body, Thermographic Vision, Resistance to Toxins and Pathogens (70 karma)
  55. Elves get +1 Charisma, +1 max Agility, and Low-light vision (50 karma)
  56. Orcs get +1 to Body, +1 to max Strength, and Low-light vision (50 karma)
  57. Trolls get +1 to Strength, +1 to max Body and Strength, +1 to Natural Armor (120 karma)
  58. - Humans can get up to 20 karma in positive metagenetic qualities, 10 karma in negatives
  59. - Other metatypes can get up to 40/20.
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