Rules: 1) skills Skills are each linked to ability scores, and cannot exceed the linked ability. Each skill point is a coin which is flipped in a skill test. Heads = success. Some actions may require multiple successes to achieve. 2) combat In combat, characters act in the order of their initiative successes. Attack is declared and skill coins flipped. You may add coins from combat pool to no more than the skill level. Combat pool = 4 and refreshes once per combat turn (3sec) E.g. Fire pistol (skill 3) plus 3/4 combat pool = 6 coins. Add bonuses eg, smartlink +1 coin = 7 coins. Remove aim penalties eg, the target is running -1 = 6 coins. Flip, eg, 3 heads. Target then soaks damage using body + combat pool + armour, eg, 2+2+1 = 5 coins. Higher powered weapons subtract coins from target roll. Flip eg 2 heads soak. Net damage = 3-2 = 1 Target now has -1 coins to ALL actions while wounded, and is down to 4/5 hit points. Each wound takes one week to recover. 3) Magic - sorcery and conjuring Spells work as weapons which can do nearly anything, but which punch you in the face when you use them. So cast using sorcery (plus combat pool) Soak stun using willpower (plus combat pool) Target resists with appropriate ability. Conjuring works the same way, with stun damage, but net successes on a conjuring roll give you favours from spirits (shaman) or bound tasks from elementals (magician) So summon spirit using conjuring (+) Soak stun using Charisma (+). If you pass out during conjuring, the spirit is freed, and possibly vindictive. Each stun sustained is -1 coins to all actions. Each stun take ten minutes to recover. 4). Cyberware Bionic implants can add coins to most actions and cost both money (nuyen) and essence. Essence is your flesh and spell power cannot exceed this rating. It is measured out of 3.00 and, while 0.01 essence is a baddass cyber samurai, 0.00 is a corpse. Cyberware tech levels come in three levels; essence cost varies. 1 = + 1 coin = Y20,000 2 = + 2 coins = Y50,000 3 = + 3 coins = Y200,000 Upgrading cyberware (eg level 1-2 cyber arm) does not cost extra essence. Essence cost is based on 0.5 per limb (and 0.5 each for head and torso) 5) equipment Weapons, armour, vehicles, drones, magic items and gadgets of all kinds. Weapons are usually level 1 tech - Y 5,000 each. Weapons with optional features cost an additional Y5,000 per feature. Eg assault rifle with smartlink and grenade launcher = Y15,000. Customised weapons at higher tech are available later in the game. [Note on automatic weapons: burst fire = -1 aim coin shooter and +1 weapon power; full auto = -2 aim and +2 power.] Armour (1-3 coins) Tech 1 - Y5,000 - Tech 2 - Y25,000 Tech 3 - Y75,000 Vehicles and Drones (1-3 coins) Tech 1 - Y5,000 Tech 2 - Y25,000 Tech 3 - Y75,000 Equipment Everyday items: phone, clothes, bus pass, comm earpiece, etc. Tech 0 - Y500 Batman stuff: Grapples, gliders, google goggles etc. Tech 1 - Y5,000 Rigging system - cyberware pricing scale Decking system - cyberware pricing scale 6) Character Creation All characters begin with 60 points Abilities cost 2 pts each (15 x 2 = 30 pts max) Unmodified min = 1 max = 3 Body Quickness Strength Willpower Intelligence Charisma Skills cost 1 pt each. 3 max. Cannot exceed linked ability. B - athletics, jumping, swimming S - unarmed combat, blades, throwing Q - heavy-guns, rifles, pistols, stealth, bows, bikes, cars, planes, choppers, drones. W - sorcery, enchanting I - computers, electronics, aura-reading C - conjuring, etiquette, negotiation Money for equipment costs one point per Y 10,000. Awakened magic cost : A magical character (adept or mage) costs 15 pts at character creation. Choose mage (15 spell points) or adept (3 power points). Spells are between force 1 and 3 and cannot exceed essence. Adept powers and power point costs are equivalent to cyberware enhancements and essence cost. Metarace cost: 5 pts. Elf - plus one quickness and charisma, minus one body. Dwarf - plus one body and willpower, minus one quickness. Orc - plus one strength and body, minus one charisma. Troll - plus two strength, plus one body, plus one armour, minus one intelligence, charisma and willpower.
So here's my contribution to the character pool! Name: Rookie Human, female, mercenary thug (0pts) Abilities 15 (30 pts) Body 3 Quickness 3 +1 cyberware Strength 2 Willpower 2 Intelligence 3 Charisma 2 (Initiative 1 + 1 cyberware) Skills 13 (13 pts) +1xp Athletics 3 Unarmed combat 2 Blades 2 Rifles 3 Pistols 3 Stealth 3 Nuyen = 170K (17 pts) Cyberware Smartlink 20k = 0.2 essence (hand eye implant, +1 aim) Wired reflexes level 1 25k = 0.75 essence (nerve replacement implant, +1 Q and +1 initiative coins) Weapons Pistol with smartlink 10K Assault rifle with smartlink 10K Armor lvl 3 75K 2 month medium lifestyle 10K Comm earpiece 0.5K Wristphone 0.5K Grapple gun 5K Remaining money 4K = 400 Nuyen starting cash Money gained from assignments = 25.000 Nuyen Money spent = 0 XP 3 XP Spent + 3 stealth (0)
Example - Mage (shaman) Name: 'Mister Beard' (note: street-names are more commonly used than real names) Human, male, 40, half Cherokee. (0pts) Awakened - (15pts) Abilities 15 (30pts) Body 2 Quickness 2 Strength 2 Willpower 3 Intelligence 3 Charisma 3 Skills (15) Sorcery 3 Conjuring 3 Aura reading 3 Unarmed combat 2 Stealth 2 Athletics 2 Nuyen - 1,000 (0 pts) Wristphone (500) Very poor lifestyle for one month (500) - basically homeless. (Total = 60 pts) Spells [stun] (15 spell force pts to spend) Levitate 3 [stun = Force] (make anything float with force x speed) Telekinesis 2 [F](use any skill coins no greater than spell force at distance) Shapechange 3 [F]. (become any animal with body +/- force) Physical Mask 2 [F] (assume another's appearance) Control Thoughts 3 [F + 2] (complete mind control) Invisibility 2 [F]
Example - street samurai (speedy cyber soldier) Name: 'Trigger' Elf, male, 25, slum-gangster (5pts) Abilities 12 (24 pts) Body 3 (-1) = 2 + 2 armour Quickness 3 (+1) = 4 + 2 cyberware Strength 3 Willpower 1 Intelligence 1 Charisma 1 (+1) = 2 (Initiative = 1 + 2 cyberware) Skills (15) Rifles 3 Pistols 3 Stealth 3 Athletics 3 Electronics 3 (used as lock picking) Nuyen = 160,000 (16 pts) Cyberware Smartlink = 20k - 0.2 essence (hand eye implant, +1 aim) Wired reflexes level 2 = 50k - 1.5 essence (nerve replacement implant, +2 Q and +2 initiative coins) Weapons Pistol with smartlink 10k Assault rifle with smartlink and grenade launcher and extra ammo 20k Armour level 2 25k Electronic lock pick tool 5k Grapple gun 5k Camouflage cloak (+1 stealth while hiding) 5k 3 months medium lifestyle 15k Total = 155,000 / 160,000 = 5,000 remaining = 500 nuyen starting cash (1/10)
Example - Corporate rent-a-cop *this is your basic opposing goon* Human Abilities (2 x 12 = 24) B 2 Q 2 S 2 W 2 I 2 C 2 Skills (24) Pistols 2 Rifles 2 Heavy weapons 2 Cars 2 Electronics 2 Computers 2 Athletics 2 Stealth 2 Unarmed combat 2 Blades 2 Etiquette 2 Negotiation 2 + Y120,000 for weapons and equipment.
Example: rigger. Name: Spider Race: Orc (5), dispossessed wealthy child, goblinised, big chip on his shoulder. Abilities (24pts) Body 1(2) Quickness 3 Strength 1(2) Intelligence 3 Charisma 2(1) Willpower 2 Skills (12) Drones 3 Cars 3 Electronics 3 Rifles 3 Nuyen 190,000 (19) Rig level 2 = Y50k (+2 to all vehicle rolls while jacked in; 1+2=3 vehicles controlled at once) Jack - computer interface implant - 0.2 essence = Y20k Van level 3 = Y75k (Mounted turret = smartlinked assault rifle = 10k) Spider drones 5k each (fist sized robot spiders) x 5 = Y25 k Electronic tools 5k Medium lifestyle 1month 5k Total = 5 + 24 + 12 + 19 = 60 pts.
No problemo, bro. For the record, my character is a coyote shaman, which means 0 bonuses or penalties to spell and spirit types, which is why I didn't mention it. But it also means unpredictable and chaotic, even unreliable, and I mention it now because he just led your character into a bad plan and he is about to leave her in the thick of it. Nothing personal. Don't forget Spider has a machine gun turret and + 2 to all rolls including initiative while rigged. Also, the van has level 3 armour. Rule addendum: Wired reflexes also add one combat pool per level, in addition to initiative coins. Rigs and decks add one coin/level to all relevant flips, including pools and initiative. Astral beings have +3 initiative coins while not manifested or in corporeal bodies. Only mages can use pool in spell resistance rolls. Initiative = reaction + initiative coins 1 +/- bonuses penalties. (Reaction = average of q+i rounded down) Each round may contain one complex action OR two simple actions, AND up to three free actions. Each combat turn contains a maximum of two extra rounds. Combat pool refreshes once per turn (3 seconds.) Super fast round: 8+ (cyber-Olympic starting gun reaction) Fast round: 5+ (regular Olympic starting gun reaction) Last round: 0-4 (run, Forrest, run!) Most people in history react at this speed. Free actions: eg, speak one sentence, drop to the ground, press a button, etc. Simple actions: eg, aim, shoot (single or burst), sprint n metres, stealth/hide, draw pistol etc. Complex action: activating or deactivating astral, decking, rigging or cybernetic interface which affect initiative, shoot (auto or launch), assemble/dissemble sniper rifle or bow etc. TL; DR - act up to three times per turn in the order of your initiative scores. 5 = one extra round of action, 8 = two extra rounds.
Seeing that this is an excellent oppertunity for other people to jump in, I'm going to state once more that the game is still open for newcomers.
Let's pause for 96 hours to allow newcomers. 'Bullseye' Human Adept (15) Abilities (30) B3 Q3 + 3 powers S3 W2 I2 C2 Reaction = 4 Initiative = 4 coins + 4 Pool = 4 + 3 powers Skills (12) Pistols 3 +1 powers Stealth 3 Athletics 3 Unarmed combat 3 Adept powers.(3.0 power points) Improved reflexes III (-2.25) Improved skill, pistols +1 (-0.50) Eagle Eyes (-0.25) negates distance penalties, equivalent to telescopic cyber eyes. Equipment (Y30,000) Pistol w/ burst fire and expanded clip. 15k Grapple 5k Armoured camouflage cloak (+1 stealth and armour) 10k
I simply don't have the time right now, lots of stuff. Terribly sorry! Hey I heard Zanza was down though
"Arrakis teaches the attitude of the knife: when something is incomplete, you chop it off and say, 'now it is complete because it finished here.'" Shall we continue to play postpingpong, wolfsbane, or give it a decent burial now?
What's the rush? And what's the rush with killing the game? I still want to play, 1 on 1 is no problem for me. I'll get something up tonight.