These are the House Rules for our Shadowrun Game (played at a place
called the Pharmacy). Basically we took the ShadowFAQ that can be found
on the Web at http://shadowrun.html.com/shadowfaq and modified it with our rules. We've added quite a few additions
and changes from the original FAQ.
Frequently Asked Questions for the
Pharmacy's Shadowrun RPG
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.
TOPIC AREAS:
Characters,
Combat,
Decking,
Rigging, Gear, Magic, Spells,
New spells,
Spirits, Game Mechanics
CHARACTERS
Combat,
Decking,
Rigging, Gear, Magic, Spells,
New spells,
Spirits, Game Mechanics
CH1: Are Edges and Flaws allowed for new characters?
House: Yes, although with a max of two of each, and only with
GM permission. Preferably PCs will not have more than one of each.
CH2: When choosing allergies, do you receive the bonus for both the
severity level and the commonality level?
Vanilla: Yes.
CH3: Can PCs spend karma to raise their natural attributes over their
racial max?
House: Yes, but only with GM permission, and no higher than
1.5 times the racial max (this dos not include the One Over Edge). The
cost is 2 times the normal cost.
CH4: Can Force Points in character creation be "sold back"
to buy edges, etc.
House: No. They can only be used to buy spells and foci.
CH5: Are racial variants allowed?
House: Yes, at Priority A for Race.
CH6: Are Shapeshifters allowed?
House: Only with GM permission and with a good argument/concept.
CH7: Are Albinos allowed?
House: Yes. Their Willpower Racial Max is increased by one as
well.
CH8: How meticulously must records of a character's credit, credsticks,
etc. be kept?
House: Very. Every amount of cred a character has must be written
down, specifying in what currency it's in and where it's at. Each and every
credstick should be noted, along with its value, rating, ID, security,
who issued it, etc. Every account should be noted, along with its value,
name on it, who it's with, and its security. You get the idea...you don't
have to be super- meticulous, just thorough. (yes, the GM is a fascist!)
CH9: Are there any other House Rule quirks for the Pharmacy game?
House: Yes. Because many of the Pcs are fairly experienced,
and the lethality of the game is high for new characters, new characters
are also given 22 points of karma to start the game off with. Also, a written
background for new characters is highly recommended, and will help the
GM involve the new character in the game much better. And finally, the
GM must have an updated copy of your character in his possession.
CH10: Is there a base etiquette skill?
Vanilla: SRII, p.72 states "etiquette is a special kind of skill
that requires a concentration." So the first point of each etiquette
skill costs one, as normal, and increases at normal concentration skill
costs.
COMBAT
Characters,
Decking,
Rigging, Gear, Magic, Spells,
New spells,
Spirits, Game Mechanics
C1: How do I stop magicians with Increase Initiative Spell Locks
from riding circles around cybered people?
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.
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].
Note: Another article on this site lists potential alternative Intiative systems.
(which we do not use, but others have written and told me thay liked). One option is to roll intiative dice as an open test- the highest single die roll is then
added to reaction to determine initiative. Other options solve other intiative problems.
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.
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: Also, the damage staging applies to anyone within the blast
radius.
C5: Where are the more obscure combat modifiers found?
Vanilla: Most of the modifiers to combat are on page 89 of SRII.
Others are:
--Reactive trigger 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 (halves) visiblity mods (Street Sam, pg 36) (See also
G3).
--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: Give Narcojet weapons a power of 8 for the purposes of determining
if the dart penetrates impact armor. Each success of the attacker increases the
power 1. Each success of the combat pool of the target reduces the power 1. If the
power is not reduced to 0 (by succeses and armor), the toxin is injected, and
the target must use body dice to resist the toxin. Note that, using our dodge rules,
the shot may also be dodged completely; if hit, all attack and dodge succeses count
for the above purpose, as well
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: Unrelated to the above, a suggestion is made to make the
viper an inherently 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.
C8: How do called shots work?
Vanilla: A +4 target modifier is applied for called shots. If
the shooter has a smartlink II and a gun equipped with smartlink II, the
target modifier is only +2. The damage is staged up one level.
House: Only the armor from the targetted area applies. For helmets,
multiply the armor bonus value by 5.
C9: Can attacks be "dodged"? If so, what is the target number for dodging? What dice are rolled? Are dodging and resisting damage seperate tests
(for the purpose of Karma Pool and threat use)?
Vanilla: The dodge test is part
of the ranged combat damage resistance test. If the defender against a
ranged attack rolls more sucesses with combat pool dice alone vs a TN of
the attack's power minus armor, the attack is a complete miss.
House: We don't feel the target number for dodging should be the same as for soaking damage. In effect, we consider dodging and soaking to be two different tests, handled in the following manner.
When a person is attacked by ranged combat, they may choose to allocate their combat pool dice for either dodging or soaking damage. The target number for dodging is 4, rolled with allocated combat pool dice only, and with modifiers for injury, confusion, etc... Also the following modifiers
apply: +1 for every 3 rounds fired, +1 for every level of spread for a
shotgun. A +2 modifier is also applied for restricted terrain (tunnels,
on a ladder, prone, etc.). If the number of dodge successes exceed the number of successes made by the attacker, the shot is a clean miss. Otherwise, the damage is staged down appropriately, and then the poor sucker makes a damage resistance test as normal, using body, and any allocated combat pool dice.
For melee attacks on which a person uses Full Defense, first a test is made with the appropriate unarmed or armed combat skill and any combat pool dice being used for dodging with a target number of 4 with the usual modifiers (injusry, reach, terrain, position, etc.). If the defender has more successes, no one is struck and no damage is done (because they were fully defending only). Otherwise, the defender makes a damage resistance test, as usual, using body, and any allocated combat pool dice.
While technically dodging and damage resistance are different tests, they are treated as the same test for purposes of karma and re-rolling non-successes. Threat Rating dice are usable for both dodging and damage resistance tests however.
C10: Can Athletics help you Dodge?
House: If you spend a complex action to use Athletics, you can
use your athletics skill to aid in dodging at a rate of one dodge success
per two athletics successes (use the dodging target number). This applies
to all attacks against you for the next ten steps.
C11: When can/can't you Dodge?
Vanilla: You can dodge anytime you have combat pool to spend,
unless you are Suprised by the attacker..
C12: When does death occur?
House: Whenever you exceed your Body Rating in Overflow damage.
This can be from accumulated damage. If an Armor spell is locked, quickened,
etc on the person, use their adjusted Body Rating from the effects of the
spell (although if it gets turned off, they may instantly die).
C13: How does Reach work?
House: The person with the Reach advantage can choose whether
to use the modifier to lower their target number to hit OR to increase
their opponent's target number. All reach must be
applied towards offense or defense- you can't increase your opponents TN
and decrease yours.
C14: What is the modifying effects of Friends In Melee?
House: Each additional friend in a melee lowers your target
number to hit by 1. It does not affect your opponent's target numbers at
all.
C15: Does the Burst Fire Modifier apply for attacks against barriers
too?
Vanilla: The references above to the Damage Code and Barrier
Ratings hold for attacks against normal Barriers as well (p.98).
C16: Do Full Auto Shotguns have a +1 or +2 recoil modifier?
Vanilla: The SRII Errata states "Shotguns capable of Full-Autofire
mode (FA) should use the Heavy Weapon Recoil rules (p.89) and recieve a
Recoil Modifier of +2 per round, not the standard +1 per round."
C17: How does staging work? Can damage be staged
past deadly?
House: For all combat, every two net successes scored by the attacker raises the Damage Level one stage. Likewise, every two successes rolled on the Dodge and/or Body Resistance tests stage the Damage Level down one. If the Damage Level is already at Deadly, each extra success raises it that many successes over Deadly. For example, if Gator gets shot by a weapon doing 11S, and the attacker gets five successes, he is facing 11D+3. If he rolls his body dice and gets 4 successes, he stages it back down to a Deadly, but would need one more success to lower it to Serious.
C18: When firing in full auto or burst, if the damage is Deadly,
do extra rounds have any further effect besides increasing the damage of
the attack?
Vanilla: No.
House: Any increases to the Damage Level over Deadly get treated
as 2 boxes over Deadly for purposes of staging. EXAMPLE: Leggy shoots an
Azzie with 6 rounds from his FN-MAG 5 (base damage 9S), so the Azzie would
be facing 15D+2, meaning the first two successes he got for resisting would
stage the damage down to Deadly, the next two to Serious, etc.
C19: How do Netguns work?
House: An attacker shoots with a netgun using his firearms skill
as normal (using shotgun ranges). Count the successes. The victim can resist
using strength plus any combat pool dodge as normal against a target number
of 5 (normal net guns) or 8 (large net guns). If the victim is large (troll-sized),
her targets for dodging are 3 and 5 respectively. If the victim made less
successes than the attacker, she is entangled, knocked to the ground, immobile,
and largely unable to act in any manner (GM discretion). She may attempt
to escape once per turn by using Strength or Quickness against a target
number of 5 (normal) or 8 (large). A -1 modifier is applied to this target
number for each Turn she is entangled. Once she has generated more than
twice the net successes her attacker got in shooting her, she is free.
Others can help the person to get free using their Strength, Quickness,
or an edge-weapon. Add the dice from the attribute or power of the weapon
to the attribute of the entangled person in their test.
C20: How is firing into Melee handled--firing
while in melee is at +2, but can combatants be targeted at will by those
outside the combat?
Vanilla: Yes, but cover modifiers and movement modifiers may apply.
Also, a miss would be treated as a stray shot, possibly hitting those in
or beyond the fray.
C21: Since "smartguns never produce stray rounds" (SRII, p.93), does this mean smartguns never produce friendly fire? If I fire a smartgun at a bad guy using a hostage as a shield, can I be assured of not hitting the hostage?
House: Smartguns merely provide an accurate targetting system, and some limited control over and information on your weapon. Guns and bullets are not fully accurate, people make quick dodges and moves, etc etc. In no way do smartguns keep you from shooting friends or innocent people.
C22: The Hardend Armor critter power states that it is to be treated like vehicle armor, yet the mechanics of vehicle armor changed with R2. How should it be treated now?
Pseudo-Vanilla: According to FASA Mike at GenCon, it should be treated by the old vehicle armor rules. This means that attacks must have a base power rating higher than the armor rating to affect the critter at all, and the critter gets to add half its armor rating to its body for damage resistance tests. Additionally, the damage level of the attack gets staged down one level unless it is a specifically anti-vehicle (AV) munition. APDS ammo is not considered AV, but it effectively halves the armor rating.
DECKING
Characters,
Combat,
Rigging, Gear, Magic, Spells,
New spells,
Spirits, Game Mechanics
D1: Do Persona programs take up storage space?
House: No. They are hard-coded into optical chips in the deck.
The size ratings given in the rules are used only when you are writing
or purchasing one of these programs.
D2: What, exactly, makes up the hacking pool?
House: Hacking Pool = (Intelligence + MPCP)/3, round down. Cyberware
also effects the hacking pool. [VR 2, pg 18-19.]
D3: Can anyone with an encephalon and computer skillsoft, but no
computer skill, really still deck and get both the task pool and hacking
pool?
House: According to vanilla rules yes, but that's lame. It also
contradicts the no pool rule for skillsofts (see Q5).
Our rule is that if you deck only with an encephalon and computer skillsoft
(but no computer skill), then you get no task pool (you can't multitask
from only one skill set) and a hacking pool of just your MPCP/3 (your intelligence
is overridden by the skillsoft).
D4: If a decker with an encephalon uses a computer skillsoft that's
less than his computer skill, does he get ANY task pool bonus to his hacking
pool?
House: According to vanilla, No. We feel however that the difference
between computer skill and skillsoft should get subtracted from the task
pool bonus, down to 0. Thus, a decker with encephalon and Task Pool of
3, who has computer at 6 but only a skillsoft of 4 handy, only gets to
add one task pool die to his hacking pool.
RIGGING
Characters,
Combat,
Gear,
Rigging, Magic, Spells,
New spells,
Spirits, Game Mechanics
R1: What is the Vehicle Point rating for LAVs (banshees, lobos, etc.) for purposes of determining Manuever Score?
House: Since they're not listed on the Vehicle Points Table (p.42, R2), we've assigned them a Vehicle Point rating of +10 based on their handling and speed.
R2: When a vehicle decelerates at a rate greater than its Acceleration x 4, is the Body Resistance test made with the driver or the vehicle's body?
Psuedo-Vanilla: The text on p.22, R2, is confusing, but common sense dictates that the test is made with the vehicle's body.
R3: If a character driving/piloting a vehicle without the appropriate vehicle skill but with autonav on must make a Driving Test, are all the dice rolled with a +2/+4 defaulting skill modifier?
Psuedo-Vanilla: Since the autonav is not defaulting on its skill, any autonav dice rolled in a Driving Test are not subject to modifiers from skill defaults.
R4: Does APDS ammo count as anti-vehicle (AV) munitions? How about assault cannon rounds?
Vanilla: No. Only munitions specifically described as AV (Block II Outlaw missiles, for example) are exempt from the damage level reduction as described in the vehicle damage reduction rules (R2, p.53).
House: According to SS2 and SR2, APDS ammo will halve the armor value of a vehicle. It is not specified whether this is still the case in R2. We've determined the effect of APDS against vehicles to be too deadly in our game however (even more deadly than it is against people) and so treat APDS as normal ammo against vehicles.
R5: Can control pool dice be used to dodge as opposed to soaking damage (by the pharmacy house combat rules stated in C9)? What is the target number for dodging?
House: Yes, control pool may be allocated towards dodging, rather than soaking damage. It is more difficult to dodge in a vehicle, however. If more successes are rolled in dodging than the attacker, the attack is a complete miss. The target number for this test is the vehicle's handling + 2, with the usual dodging modifiers (as stated in C9) and any appropriate modifiers from the Driving Test Modifier Table (p. 21, R2--with the exception of "actions performed during combat").
Note that only rigged vehicles can attempt to dodge. If you're not rigged, then you have no control pool to dodge with.
R6: Shouldn't the modifiers for casting magic from inside a vehicle be applied to gunfire and other ranged attacks from inside a vehicle too?
House: Yes, the table on p.55, R2, should be used for all range attacks from inside a moving vehicle.
GEAR
Characters,
Combat,
Decking,
Rigging, Magic, Spells,
New spells,
Spirits, Game Mechanics
G1: If I wear a lined coat over a secure jacket, do I get the benefits
of both?
Vanilla (optional): Almost. You can layer armor, getting the
rating of the highest, plus one-half (round-down) the rating of the next
highest. Usually, you can only layer a jacket or coat over clothing style
armor, so the lined coat/secure jacket ensemble is out. [This rule is on
pg. 94 of the Neoanarchist's Guide to Real Life, which came out after SRII,
giving it precedence.] Helmet and Forearm Guard Bonuses are applied directly,
at full value.
House: Althogh this allows pretty good protection, wearing multiple
peieces of armor gets cumbersome. To reflect this, total up the full values
of worn armor in both catagories. Your combat pool is reduced by the amount
by which either (or both) exeedes your quickness. This only applies to
people wearing more than one piece of armor (Certain armor suits give a
similar reduction, as per thier description). EXAMPLE: Mongoose, with quickness
11, is wearing an armored jacket (5/3), a 2/6 thrasher suit, forearm guards
(0/+1), and a security helmet (+1/+2). This gives him effective armor of
7/10, but the total armor is 8/12, so he loses 1 combat pool die. Oh well.
HiRam, with quickness 3, is wearing an armor jacket, and decides things
are getting hairy, so he pulls on a helmet. This boosts him to 6/4, but
costs him a whopping 4 combat pool.
G2: Aren't Monowhips too powerful?
House: Yes. To change this, Monowhips now require the Special
Skill: Monowhip to use effectively (defaults to Armed Combat at +2). Also,
if more 1s are rolled in the attack roll than sucesses, a fumble occurs.
G3: Do Ultrasound Sights or natural Thermovision detect people using
Improved Invisibility?
House: No. Ultrasound sights do however cut the target number
for seeing an invisible target in half.
G4: Is there any gear used in this campaign not listed in the Sourcebooks?
House: Yes, here is most of the uncommon stuff.
Thrasher Suit: Armored sportwear for today's
urban adventurer. Comes in several armor levels, and can incorporate several
accessories. Comes in black with neon-color slashes (your design choice),
that can be changed to matte black with a collar button. This armor is
less cumbersome than regular armor, as the suits are built for athletic pusuits
(high speed rollerblading, Urban Brawl). Their actual wieght is twice the
encumbrance given. They are all cusom fitted, meaning you can't share or
steal an outfit, and must get a new one if your physical stats or size
change. They are made from special materials and not available in Gel-Pack
versions. In fact, they are only available at one store in Chicago that
caters to bike messengers, skaters, and some gangs. The availability pre-supposes
you can go to that store, or that they have previously given you a fitting
and you can arrange to have the suit picked up.
- Lvl 1: Conc. 10, B/I 2/4, W 1.5, Avail. 3/24 hours,
500 Y, SI 1
-
Lvl 2: Conc. 10, B/I 2/6, W 1.75, Avail 4/48 hours, 700 Y, SI 1
-
Lvl 3: Conc. 9, B/I 4/4, W 1.75, Avail 4/48 hours, 750 Y, SI 1
- Available accessories (at 1.5 times book cost):
- GPS, Stealth Grappline Line & Catalyst Stick, Flashpak, Flashlight,
Wrist Comp, Survival Bootknife, Radio, Shock Bracers (as gloves), and also...
-
Plastic Restraint Melters: 50 Y. Melts restraints in one combat turn.
-
Liquid Knuckles: Conc. 12, Dam. 8S stun, W .1, Avail. 3/24 hours, Cost
200 Y, SI 1.5 Has a range of only 3 meters (T#4), and holds 10 squirts.
A person hit with Liquid Knuckles still takes a +2 modifier even if they
resist the Damage for 5 turns. Stun damage from Liquid Knuckles heals twice
as quickly as normal.
-
Air Balloon Impact Cushion: 250 Y. Reduces the power of a fall or impact
by 5. One use only. Can be manually triggered or else triggered by a an
impact of power 8 or higher.
Thermal Dampening Stealth Suit: This specially woven suit covers the entire body. Each suit must be specially tailored for a persons form. No armor or accessories may be worn underneath, and anything worn over it may hinder its usefulness. Effectively, the inner layer stifles and channels heat produced by the body, while the outer layer maintains a temperature equivalent to that of the surrounding air. The suit is only useful for about two hours, less if the wearer is very active, after which its thermal dampening integrity begins to fade. It is fairly uncomfortable to wear, especially after the first hour. Extreme temperature changes will also hinder the suit's effect. A second version of this suit incorporates form-fit armor. A third version incorporates ruthenium polymers. Each rating point of the suit effectively adds a +1 target to notice the wearer using thermovision or a thermographic system and an equivalent +1 signature rating for purposes of drones and sensors, to a maximum of +8. The first two versions of the suit come in a non-reflective light black color, that camouflages the person in most settings (+2 for visual detection) except very light or well-lit ones (-2 to detect).
-
Basic Suit: weight .5, availability 14/14 days, cost 20,000Y + 5000 per rating point, street index 4.
-
Armored Suit: B/I 4/1, weight 2, avail. 20/1 mo., cost 25,000Y + 5000 per rating point, street index 5.
-
Ruthenium Suit: B/I 4/1, weight 2.5, avail. 24/2 mo., cost 50,000Y + 5000 per rating point + 7500 per extra scanner, street index 8.
G5: What are the Skills that the Enhanced Articulation
Bioware systerm provide a bonus die for?
Vanilla: Shadowtech, p.34 states "Possessors of enhanced
articulation roll an additional die when making any success test involving
an Active Skill."
House: According to SRII, p.70, Active Skills include Combat, Physical,
Magical, Technical, and Vehicle Skills. We rule that Magical Skills are
not affected by Enhanced Articulation. Likewise, it's only logical for
some Technical Skills (such as Surgery, but not Software Programming) to
be affected. Build/Repair Skills are not affected.
MAGIC
Characters,
Combat,
Decking,
Rigging, Gear, Spells,
New spells,
Spirits, Game Mechanics
M1: What is the difference between spell locks and Quickening?
Vanilla: Only Initiates can use Quickening; any spellcasting
magician can bond a lock. Locks have an astral rating of 1; quickened spells
have a rating equal to however much karma was spent to quicken them, at
most twice the force at which they were cast (actual force, not how many
dice were used). Quickened spells have no physical component. Quickened
spells are always astrally active; spell locks can be de-activated.
M2: 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.
M3: 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 magician that created it using a Simple Action [SRII
page 138 col 2].
M4: 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 (whether the cost is measured in nuyen or time). Making
foci can take a long time.
M5: Can foci be masked? How about spells?
Vanilla: Yes and No. An Initiate can mask a number of rating
points in foci up to his grade [Grimore II, pg 46]. They can also make
an attempt to mask more using the Deliberate Masking rules, which is an
Exclusive action. Nowhere does it say that spells can be masked, so they
can't (yes, this includes spells originating from masked spell locks--the
lock is masked, the spell is not).
M6: Can Physical Adepts use metamagic?
Vanilla:
--Centering: Yes, for Physical Skills [Grimore II, pg 43] and Drain resistance
from attribute boost [Awakenings, pg 114.]
--Masking: Yes. [Awakenings, pg 114.]
--Quickening: No. Can't cast spells.
--Dispelling: No. Cannot use sorcery skill in that way.
--Shielding: No. PAs have no magic pool.
--Anchoring: No. Can't cast spells.
M7: 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: 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.
M8: Can someone really enchant something like a Banshee as easily
as enchanting a clock radio?
House: According to Vanilla rules, yes. We feel that their should
be target modifier, but leave it up to arbitrary GM decision.
M9: The Ward rules in the Grimoire seem wrong, are they?
Vanilla: The Grimoire Errata Sheet states "Replace the
third paragraph of page 92 with the following: "Warding requires the
magician to make a Sorcery test against the desired Force Rating of the
ward. The astral rating of the ward is equal to that Force Rating and it
remains active for a number of days equal to the number of successes. The
magician may chose not to use all of his succeses, making it easier to
resist Drain for setting the wards."
M10: Aren't Wards too expensive to keep setting up continously?
House: Wards make be "anchored" in a way similar to
spells. Upon making the sorcery test to construct the ward and spending
the requisite number of hours, the caster must spend a number of karma
points equal to the Force Rating of the ward. The ward then lasts for a
year and a day. This is a metamagical technique that only Initiates learn
when they learn anchoring.
M11: When a magician takes Physical Drain from conjuring a spirit
of Force higher than her Charisma, from casting spells in astral space,
or from casting a spell at Force higher than her Magic Rating, does the
Drain have to be staged through the Physical and Stun condition monitors?
Psuedo-Vanilla: No, the caster need only stage down Physical.
M12: Certain activities, such as Calling an elemental to service,
are described as "Exclusive". Does this mean that a magician
performing such an activity cannot allocate magic pool dice for spell defense/shielding?
Vanilla: Exclusivity in this sense is not really defined, except
to say that the mage can't cast spells. However, in terms of casting exclusive
spells, SRII p. 133 states "when sustaining an exclusive spell, the
magician cannot cast any other spell or use another magical skill".
House: Exclusivity means not being able to use any other magical
skill or do anything else magical because it requires your full magical
concentration. Because of this, magic pool dice may not be allocated on
a combat phase when the mage performs an exclusive activity.
M13: How visible are spells on the astral plane?
Vanilla: Very. They appear as colorful astral energies surrounding/touching
the person(s) they are affecting. This includes spells like Invisibility,
which does not affect astral visibility.
House: Certain area-effect spells, such as Detect Enemies, are less
visible, because while they cover a an extended area, they are more passive
than active, and require 3 successes on an assensing test (against the
caster's sorcery) to notice. For example, a mage with Detect Enemies (extended)
on her would, when assensed, obviously have a spell active on her person.
From her aura out to the range of the spell (say, 200m), the spell would
be less visible. If an enemy of hers walked into that area however, it
would be very visible that a detection spell was active around him.
M14: Can two astrally projecting magicians speak to each other? Will
they understand each other if they are speaking different languages?
House: Yes and No, respectively.
M15: How does Shielding work against damaging manipulation spells?
Does it raise their target number?
House: No, Shielding does not add TN modifiers against damaging
manipulations, it only adds to resistance dice. Note that these spells
can be dodged with combat pool as well.
M16: What is the bonding cost of a centering focus?
Vanilla: According to Mike from FASA. it is the same cost as
a power focus. Why so high? Because it is more complicated as it involves
a metamagical technique.
M17: What are the correct costs of Physical Adept powers listed in
Awakenings?
Vanilla: According to Mike from FASA, the table on page 156
is wrong, and the costs listed under the individual descriptions should
be used.
House: We prefer the table costs, actually, and so reverse Mike's
ruling.
M18: Do magical barriers refresh? If so, when?
House: Barrier spells refresh on the caster's next action. Astral
barriers such as Hermetic Circles, Medicine Lodges, and Wards do not refresh,
they are permanently reduced.
M19: Does the creator of a Ward or other astral barrier know when
it is attacked?
Vanilla: SRII, p.47 states that "the creator of the barrier
will know whenever someone is attacking it." Wards are considered
astral barriers.
M20: What effect does background count have?
What tests does it affect? How about aspected sites, voids, etc?
Vanilla: The Grimoire, p.89 states "the level of background is a positive modifier to any astral-related success tests" (meaning "combat, perception, analysis, and so on) and that it also affects all ranged detection spells. Certain "aspected" sites affect all magic tests,
and may reduce the TN for "friendly" magic that the site is
aspected towards. This is a variable effect, different from site to site
and depending on the magic performed.
House: Background count generally also effects all sorcery and conjuring
as well. It may also affect paranormal powers. On rare occasions, it may add to Drain target numbers (Bug City, p.145). The backround count refered to above is for minor
bacground noise created by human activity. Background count created by
magical activity tends to affect all uses of magic, not just astral tests,
but will often not hinder the creator of the effect at all. Background
count is a catch-all phrase for a lot of effects, and is pretty much up
to the GM. Voids and so forth are still Top Secret (;p)
SPELLS
Characters,
Combat,
Decking,
Rigging, Gear, Magic, New
spells, Spirits, Game
Mechanics
S1: 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 their Rating (which is
always 1 q.v. SRII, pg 137, 4th paragraph), 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 dissipates; 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].
S2: 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.
Pseudo-Vanilla: FASA has apparently said on various on-line forums,
namely GEnie, that you can cast spells through other spells. This
allows you to ground spells through quickenings and sustained spells with
physical effects. This explanation was made without citing any real reason
or providing explanation of how it is reconciled with not being able to
cast spells at other spells.
House: Yes, because "...the spell is given a permanent 'circuit'
into astral space that keeps it running..."[Grimoire, p. 44] which
allows a spell to be ground through it, but only if the spell is a physical
spell.
S3. Can spells be cast at sustained spells in astral space? How about
cast at barriers directly?
Vanilla: SRII, p.148: "A magician in astral space cannot
cast a spell at another spell." Grimoire, p.45: "The only way
non-initiate magicians can break a spell, whether sustained or quickened,
is by engaging the spell in astral combat."
House: Looking at the decisions in S1 and S2, we decided that spells
can be cast at astral entities like sustained spells that have a "circuit"
between the astral and the physical plane. If the attacking spell wins,
it grounds through. Astral entities like wards do not have that circuit,
and so cannot be targetted directly (although you can target things on
the other side of them, forcing the spell and ward to fight).
S4: Can spells ground through astrally perceiving/projecting magicians?
How about PhysAds using their powers?
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.
House: Yes, although it must be a physical spell, and area effect
combat spells only will affect other targets if the caster can see them
from his position. The exception is that PhysAds using their powers may
not be ground through, unless they are using a power that opens them up
to the astral plane (astral perception, magic sense), because their tapping
of mana from the astral is too subtle and diffused throughout their aura
to target.
S5: Can Manipulation spells be cast astrally or at astral targets?
Could an area effect damaging manipulation hurt a
purely astral target in its area, even if the mage was not percieving?
Psuedo-Vanilla: Because Manipulation spells have both
a physical and astral component, they cannot be cast from astral space,
as the physical component cannot be generated. If the caster is dual natured
or astrally perceiving, manipulation spells can be cast at astral targets,
however the physical components of the spell (including the elemental effects)
go off in physical space at the corresponding location of the astral entity/target,
and do not ground out through her/his body.
If an astral entity is in the area of effect or line of targeting for a damaging manipulation spell, it can be affected by it. It is also possible to target powerful spirits, "manifesting" magicians, or spirits in the process of manifesting in this manner because of the effect they create on the physical plane, with an appropriate target number modifier for visibility (between +2 and +8).
S6: Does anything add to the target number for resisting drain?
Vanilla: SRII, p.132, states "No target modifiers apply
to this (drain resistance) test." However, stacking spells adds a
+2 modifier to resisting the Drain per stacked spell (p.129).
House: According to the rules for sustaining spells, SRII p.128,
"magicians who are sustaining spells suffer a universal target modifier
of +2 per sustained spell...because the magician must put so much effort
into sustaining the spell, the target modifier affects all other tests
the magician must make while sustaining." Thusly, sustaining a spell
adds a +2 modifier to drain resistance as well. Also, certain totem disadvantages
(owl during day, cat when dirty, raven when not under the sky, etc) will
add their modifers to drain resistance as well.
S7: Does sustaining a spell add a +2 modifier to damage resistance
tests as well?
House: According to the quote in S5 the answer would be yes,
but we see no reason why concentration should have a negative impact on
your body's ability to resist physical damage. So for rolling body dice,
the target is unaffected. Combat pool used for dodging or soaking, however
receives the +2 modifier.
S8: Can spells be sustained while astrally projecting?
Vanilla: SRII, p. 128 states "magicians may maintain spells
while astrally perceiving but not while astrally projecting." However,
an elemental may sustain the spell for the mage, as could a spell lock
(affecting his physical body if it's a physical spell or affecting his
projecting spirit if it's a mana spell)..
S9: Can taking damage cause you to drop a sustained spell?
House: Anything that causes a sustainer of a spell physical
or mental damage, or seriously interferes with his concentration (confusion),
can potentially force him to drop the spell. The sustainer must make a
Willpower role against a target number equal to the Force of the spell
he was sustaining, plus any modifiers (physical damage, confusion, +2 for
each additional spell sustained, etc.). If he makes a success, he continues
to sustain the spell.
S10: Did FASA screw up on any of the spell listings?
Psuedo-Vanilla: Of course. Here are a few corrections from FASA.
- Change the Drain Code of Mind Probe to [(F/2)+2]D.
- Change the Duration of Spark from Sustained to Instant.
House: And a few more we've noticed.
- Change the Drain Code of Control Actions to [(F/2)+1]S
- Change the Drain Code of Control Thoughts to [(F/2)+3]S
- Change the Drain Code of Mob Mind to [(F/2)+3]D
- Change the Drain Code of Spirit Barrier to (F/2)S
- Bug Barrier does (Force)M Damage.
S11. The Possession spell states that if the body the caster is possessing
dies, then the caster is sent back to his own body and must resist 5D or
die. Does this mean the caster must completely stage that down to nothing
or die, or is it just resisting 5D damage? And does Deadly damage count
as death or only actual expiration/Instant Death?
House: First off, its just a 5D damage resistance test. However,
if he doesn't obtain any successes, he suffers instant brain death. In
any case, the shock is enough to keep him unconcious at Deadly level Stun
(which wears off normally). Secondly, deadly level damage qualifies as
enough damage to force the caster back to his own body.
S12. When resisting a spell that is exclusive or fetish-powered,
does the target use the actual or (exclusive-/fetish-)modified Force as
the target number?
Psuedo-Vanilla: The victim uses the modified Force. However,
in any other tests regarding exclusive or fetish-powered spells, the actual
Force is used. This Rule is in contention!!!
S13. When a magician undertakes an astral quest to learn a spell,
is the quest rating equal to the actual or modified force of the spell
(ie., do fetish- and/or exclusivity-bonuses count)?
House: Because of the ruling in S11, fetish-powered and exclusive
spells are almost as powerful and complex as corresponding spells of unmodified
force. In order to maintain game balance, the modified force is used as
the quest rating.
S14. When casting a spell using the Multiple targets rule (SRII,
p.129), it states that the Force of the spell must be split among the targets.
Does this mean that the actual Force dice are split among each target,
and that each target only resists the Force allocated to them?
Psuedo-Vanilla: Yes. As an example, Shetani casts his force
5 manabolt at two Azzie hitmen. He allocates 3 dice towards the razorguy,
and 2 force dice to the weeflerunner. He throws in 3 more at each from
his magic pool. So with 6 (3 from force and 3 from pool) dice, he gets
5 successes on the razorguy (who resists a force 3 manabolt), and with
5 (2 from force and 3 from pool) dice he gets 4 successes on the weeflerunner
(who resists a force 2 manabolt). Shetani must then resist the full drain
of a force 5 manabolt twice, using willpower each time plus any remaining
magic pool he cares to pull.
S15: When resisting damage from a spell, if you get more successes
than the caster do you completely resist the spell or just stage the damage
down by your extra successes?
Vanilla: For Combat spells, if the target rolls more successes
than the caster, the spell has no effect (on a tie the target takes base
damage). For Manipulation spells, the damage is staged down. Manipulation
spells can be soaked using combat pool or even dodged completely.
S16. When locking detection spells, should the player record the
actual numbers rolled on each die?
House: Because different
conditions, barriers, etc can modify the target number, the player should
just note how many dice were used to power the spell when it was placed
in the lock, and roll that many dice each time it is activated.
S17: How are the range and effect of detection spells figured?
Vanilla: Two separate success tests are made, one for range
and one for effect (karma used to re-roll one test does not allow a re-roll
on the other). Both use the same number of dice and the same target number(s).
S18: If a manipulation spell takes a direct path from the caster
to the target, does this mean a caster cannot cast from behind cover, because
it would leave his aura and smack into the cover? Can a caster look and
point around cover to cast?
House: Rather than saying the spell originates from the center
of the caster's aura, which would require mages to leave cover and expose
their bellies to launch manipulation spells, we think that that most magicians
probably conceptualize spells as leaving from their hands, in which case,
merely looking and pointing will suffice. Certain spells may be conceptualized
differently however...(acid stream which is launched from the mouth, for
example).
S19: Many of the damaging manipulation spells list Body (R) as the
target number for the spell. Is this correct?
Vanilla: No. SRII, p.130 states "ranged damaging manipulation
spells...have a base target number 4. Situation target modifiers apply."
S20. Are any other spells approved for the game?
House: Yes. They are listed here:
NEW SPELLS
Characters,
Combat,
Decking,
Rigging, Gear, Magic, Spells,
Spirits, Game
Mechanics
Wind Burst: Damaging Manipulation, Physical,
Target #: 4, Range: LOS, Duration: I, Damage: M, Drain: [(F/2)+1]S
A powerful, damaging burst of air. Causes the Elemental Effect of Blast.
Designed for HiRam
Force Bolt: Combat, Physical, Target #: Body,
Range: LOS, Duration: I, Damage: M (stun), Drain: (F/2)S Causes Elemental
Effect of Blast.
Designed for HiRam
Astral Combat Sense: Detection, Mana,
Target #: 4, Range: LOS, Duration: S, Drain: (F/2)S Adds 1 to targets astral
combat pool for every 2 successes.
Designed for HiRam
Detect Object (Extended): Detection,
Physical, Target #: special, Range: Extended, Duration: S, Drain: [(F/2)+1]M
Designed for HiRam
Mist Form: Transformation Manipulation, Physical,
Target #: 4, Range: Touch, Duration: S, Drain: [(F/2)+1]D
Transforms target and everything in contact with her aura into a fine magical
mist (target modifier to detect is +2). Mist is invulnerable to physical
attack (treat as an armor rating equal to twice Essence) but can be affected
by spells. The mist's Quickness equals the successes. Target can cast spells
and move at a rate of Quickness X 2. Target can pass through any crack
or crevice that is not airtight, but is vulnerable to winds and other air
manipulations. If the misted person is sucked into a fan or something similar,
she takes no damage, but becomes "disrupted" in a sense and must
take a Combat Turn to re-organize and reorient herself, during which she
cannot initiate actions and can only act defenseively. A Complex Action
is required to shift back to normal form when the spell is dropped. If
the misted person is exposed to a substance to which she is allergic, she
will be forced to shift immediately back to corporeal form.
Designed for Shetani
Charge: Manipulation, Physical, Target #:
6, Range: Touch, Duration: S, Damage Level: D(stun), Drain: (F/2)D.
Basically a "shock aura" spell, this spell charges the target
with electricity so that anything touching her takes (Force)D stun damage.
The spell also produces the Elemental effect of Lightning.
Designed for Shetani
Personal Physical Barrier: Manipulation, Physical, Target #:
6, Range: Touch, Duration: S, Drain: [(F/2)+1]M.
A personal version of the barrier spell, sort of like barrier armor . Note
that this has no area effect- the barrier is skin tight, allowing normal
use of weapons.
Venom Spew: Manipulation, Physical, Target #: 4, Range: Limited,
Duration: I, Damage Level: M, Drain: [(F/2)+1]M
This spell allows the caster to spit a huge stream of acidic venom from
her mouth, which causes physical damage. It also has the elemental effect
of acid.
Black Breath: Manipulation, Physical, Target #: 4, Range: Limited,
Duration: I, Damage Level: S, Drain: [(F/2)+1]D
This spell allows the caster to exhale a noxious black mist that does physical
damage to anyone caught in the cloud. Once expelled, the mist is stationary
and lasts for ten steps. It has a unique primary elemental effect similar
to acid, except it does not create treacherous ground and has a secondary
effect of choking the target to temporary incapacitation for 1 turn.
SPIRITS
Characters,
Combat,
Decking,
Rigging, Gear, Magic, Spells,
New spells, Game
Mechanics
SP1. How Can Wimpy Spirits be made more powerful?
House: Make the target number to resist the spirit powers of
Accident, Alienation, Bind, Compulsion, Confusion, Dismissal, and Hypnotic
Song, TWICE the spirit's essence/force
SP2: Can an alienation victim move?
Vanilla: Not specified. In a novel (one of the Secrets of Power
trilogy), however, a character does cross the street while alienated. Remember
that spirits cannot cross domain lines.
House: 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.
SP3: 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 noticeably 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]. Awakenings gives a better feel for
FASA's intent by saying "Both [nature and elemental spirits] can take
astral or manifest (physical) forms." [Awakenings, pg 31.] Like most
FASA answers, this still leaves the main question -- do nature spirits
have the power Manifestation -- unresolved.
Pseudo-Vanilla: In discussing manifest spirits in Awakenings [pp.
31, 75, 101] it seems like FASA means that all spirits should have the
Manifestation power. The combat section in Awakenings [pg 101] looks much
like combat against spirits with the Manifestation power. Because of the
use of the word "manifest" here is the same as the one on page
31 (quoted above), it seems like all spirits have the power of Manifestation.
House: All Nature Spirits have the Manifestation Power [described
in SRII, pg 219].
SP4: Must elementals remain within line-of-sight when performing
non-remote services?
House: Accordng to SRII p.141, yes. However, we rule that if
an elemental engages in a service within line of sight, it may continue
the service to completion even if the mage or it moves out of sight of
the other. Immediately upon completion of the service it will move back
to the mage. In order to engage in an out-of-sight service, the elemental
must be summoned for Remote Service as per the rules on SRII p.142.
SP5: Can more than one elemental be called to appear with the same
Complex Action? How about commanded with a Simple Action?
House: Yes. However, to issue a command still takes one simple
action per command per spirit, and the spirit/elemental must be within
line-of-sight..
SP6: Can a magician tell when his/her watcher/spirit/elemental gets
killed/banished/disrupted?
House: No, unless the spirit, etc gets killed within line-of-sight.
If a mage tries to call a summoned elemental who has been banished or disrupted,
she will immediately know it is no longer available.
SP7: How exactly are the stats for a Free Spirit calculated? What
if the spirit is possessing someone?
Vanilla: Use the following formulae. F=Force, SA=Spirit Attribute
(the force modified as per the spirit type as listed on the critter charts),
SE=Spirit Energy, and C=possessed person's stats.
Manifest: BOD/QUI/STR=SA+SE, CHA/INT/WIL/ESS/MAG=F+SE, REA=SA+SE+10.
Astral: REA=F+SE+20, all others at F.
In Possession: BOD/QUI/STR=C+SE, CHA/INT/WIL/ESS/MAG=F+SE, REA=(QUI+INT)/2.
The effective force of all the spirit's powers is F+SE. Note also that
a person possessed by a Free Spirit is dual-natured (much like a loa possession).
A Free Spirit with Possession and Aura Masking can mask the fact
that the person is possessed and dual-natured if it wishes.
SP8: When a mage seizes control of a spirit from another magician,
how many services/favors does the spirit owe her?
House: However many the spirit owed its previous controller,
with a minimum of one.
SP9: Does the Free Spirit Astral Gateway power actually allow physical
bodies and items to enter astral space/the metaplanes?
Vanilla: Gods, No ("Astral Parcel Service, at your service!").
It merely allows mundanes to astrally project (willingly or not).
SP10: Do any nature spirit or elemental powers work on the astral?
Vanilla: SRII, p.142: "While in astral form, spirits can
only perform services that directly affect the summoning magician or targets
that have a valid astral presence."
SP11: If a Spirit is concealing someone, does the concealment affect
astral perception?
Vanilla: Paranormal Animals of Europe, p.128 states "For
beings attempting to see the concealed creature(s) or object(s), add the
creature's Essence Rating to the target number for any perception tests
the gamemaster allows." So, yes, it does.
SP12: If a character is using Willpower to attack a manifest spirit, but they are using a weapon they have no skill in, are there any modifiers?
House: Yes, if they have no skill they must add target number modifers for defaulting from the nearest appropriate weapon skill they have. For example, if Balthazar is attacking a manifest spirit with a sword, and he has no armed combat skill, he could default from his unarmed combat skill at +4. He would still be attacking with Willpower dice, but with a target number of 8.
SP13: Can rigger-controlled drones affect manifest spirits?
House: No, although the rigger is virtually present within the drone, the force of their willpower is too indirect to affect the spirit.
SP14: How many successes are needed to pierce a Bug Spirit's Aura Masking?
House: The Aura Masking of a Bug Spirit is similar to the Free Spirit power, in which case an initiate attempting to pierce the masking would need to make a Magic test against a target number equal to the free spirit's Force, and get a number of successes equal to its Spirit Energy to pierce the masking. Individual bug spirits, however, do not have a Spirit Energy rating. Their Queen, or Mother, however does, and used that SE to summon the bug. So, yes, use the bug's Queen/Mother's SE as the number of successes needed.
SP15: Can Free Spirits and Bug Spirits with Aura Masking deliberately mask their aura as an initiate can, making it even harder to pierce their masking?
House: Yes, they can. They roll twice their Spirit Energy (or the SE of their Queen/Mother in the case of bugs) against a target equal to their Force. Every two successes count as an additional success an initiate must get in attempting to pierce their masking. Spirits have this masking shit down, omae.
GAME MECHANICS
Characters,
Combat,
Decking,
Rigging, Gear, Magic, Spells,
New spells,
Spirits
Q1: Are a six and seven (or 12 and 13, etc.) Target number the same?
Vanilla: For the most part, yes; however, if someone has, say
a +2 modifier to do something, six and seven become 8 and 9, which is quite
a difference. This works both ways -- with target number of 4, a +2 modifier
is effectively the same as a +3 modifier. Six and seven can be different
in opposed success tests, as well (rating 7 IC is different from Rating
6 IC because it rolls more dice).
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.
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. Any other exceptions
will be noted in the rules.
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 Predator II, giving him Firearms 4, Pistols 6 and Predator 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. SRII changes the rules for advancement
after character creation from the First Edition. The base amount of karma
is now based on the new rating, not the current one. To increase his Firearms
to 5, he'd have to spend 10 karma (new rating (5) x 2 (normal skill)).
Bumping his Pistol skill to 7 would cost 11 points (new rating (7) x 1.5
(concentration)). Moving Predator II to 9 would take 9 points (new rating
(9)x1 (specialization)). Note the increasing any one of these skills has
no effect on the other two.
Q5. Does someone using skillwires and activesofts
get to use dice from an associated pool (Combat/Control/Decking/etc)?
Vanilla: SRII, p.248 states "Activesofts do not provide
associated dice pools".
House: Because ActiveSofts "override the user's own reflexes,
abilities, and memories" (SRII p.248), the basis for dice pools like
Control (reaction), Combat (awareness), and Hacking (intelligence) are
overridden, and thus cannot be used for skill success tests.
Q6. How does Stealth work?
House: Characters make a stealth test against a target number
of 4 with appropriate modifers (injury, conditions, confusion, etc). Every
success adds one to the perception test of anyone trying to notice the
character.
Q7. How is Karma Pool handled for out-of-action tests?
House: When a character is not involved in a scene but needs
to make a test (like when conjuring an elemental during a week off of running),
the character is allowed one re-roll (costing 1 karma from pool) and the
rest of the pool are allowed as extra dice on an incremental basis (first
die costs one, second costs two, third costs three, etc.).
Q8: When Karma Pool is used for extra dice on a test, is it on a
1-to-1 basis?
House: No. It is on an incremental basis, as in Q7.
Q9: How does Threat work in the Pharmacy game?
House: It depends on the situation of course, but generally
follows these guidelines:
--Spirits receive a threat usually equal to half their reaction or force,
rounded up.
--Critters receive a threat around 3/4 of their reaction.
--NPCs have a threat rating for different areas, depending on their ability
there and how much opposition they pose to the group. Non-magical characters
usually only receive a threat of one or two for magical activities.
--For powerful NPC mages, riggers, etc., actual dice pools (including an
appropriate karma pool) are used, instead of threat.
--Threat can be used for ALL tests, including reaction tests. Threat can
also be burned, in the same manner as karma, to buy successes.
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