Shadowrun RP Check

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Teafo

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Jun 26, 2008
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This is only a preliminary check to see approximately how much interest there would be in a Shadowrun Campaign. If you would be interested, PM me or post here. I'd like to set one up and start getting some runs underway. Please also tell me about how much knowledge you have about the shadowrun universe so I know how much I need to post before character creation. If I can get 6-8 people interested I'll get this started soon. As I will not have a fully usable computer/internet connection for a little bit longer, it may be up to a month before this RP actually starts rolling. In the meantime, I'm going to be working out a mission or two to get us started. Let me know if you're interested, and a quick idea for a character so I can make any adjustments to the storyline that I may need to.
 

Blayze

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All the knowledge I have of Shadowrun stems from playing some of the SNES game and reading a bit of one of the rulebooks a while ago. So my knowledge of Shadowrun is basically: Cyberpunk + Orcs + Jacking + Magic.

I'd have to get my hands on the rulebook again for character creation (Unless there's an automated method out there anywhere), but I'm interested.
 

Teafo

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I can post a modified version of character creation, I'm not gonna go quite as in depth as possible. I'll probably keep it to the character creation methods of ShadowRun Companion, which I like a bit better, and will most likely leave out money to start with. Gear and such, I'll basically let people pick what they start with to a certain extent, so long as it doesn't turn into the guy that has amazing stats on everything, trenchcoating is a sin :p
 

Blayze

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I don't so much trenchcoat my cyberpunk characters as I do Vader them. ;)

"He's more machine now than man."

Now to understand all of Shadowrun's stats!
 

Teafo

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Sounds good, I'll be using SR3 rules since that's what I've got and am most familiar with. As far as character creation, I'm most likely going to give 113 points to spend per the Shadowrun Companion manual. The points break down into the following:

RACE
[Human = 0, Ork or Dwarf = 5, troll or elf = 10]

MAGIC
[aspected magician = 25, full magician = 35]

ATTRIBUTES
1 attribute point = 2 spent points (max of 60 points spent)

SKILL POINTS
1 skill point = 1 spent point

Everyone will start with their gear, nothing to extravagant, keep it relatively even (i.e. no full cyber-zombies, or deckers with max rated deck and full utilities abounding), Lets limit it to a couple guns, some armor, and a few items of gear for help. As for cyberware, I'll pretty much allow anything that doesn't drop your essence below 0. I will however, keep an eye on the character sheets to make sure they are not overpowered and are possible to make.

If you've got more questions or want more info, just let me know
 

Teafo

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Sounds good, we've got two now, i'd like to have about 6 people, I'll fill you guys in, and for now it looks like I'll just have you pick characters and descriptions. With as little knowledge about character creation and overall items and gear available in the codices, I'm not sure if I will make you select things so much as base this RP in the shadowrun world and just go with the characters we make, not so much dice rolling. either way, should be good.

The year is 2060, and some say that a terrible thing has happened to the world. Others see it as a blessing. A few years ago, magic re-awakened, the day of goblinization. People walking home from work suddenly found themselves transforming into hideous trolls, orks, dwarves, and elves (well I guess the elves can't really be considered hideous). At the same time, many people suddenly felt the flow of mana, able to channel this into spells and conjure spirits to help them. When all this happened, it thrust the world into utter turmoil. The governments collapsed, corporations took over, and now the world has crumbled into sections of chaos with islands of safety offered to the corporations. As a shadowrunner, you make your living in the chaotic streets. You can be contacted by a Fixer at any time, telling you, that he's found a Mr. Johnson, that wants to meet with you about some work that needs to be done.

This work will invariably mean helping one corporation backstab another. Doing the things that the corps can't do in broad daylight. Carrying out the shadowy missions that make up this world, and keep the corporations in check. One megacorp gets a new shiny toy, and another wants it before it launches, sneak in and steal the blueprints, but be quiet about it, if word gets back who you're really working for, you'll have both corps gunning for you.

In this fast-paced game of backstabbing, betrayals, magic, cyber-modified metahumans, hacking the matrix, and more twists than an M. Night Shyamalan movie, it's do what you must to survive, make a buck, and come out on top. Who knows, maybe you'll even change the world.
 

Teafo

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Jun 26, 2008
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lol alright, Well, just for starters I'll post up a quick character sheet to let ya guys know what i'll want eventually.

Name:
Race: (i.e. Troll, Ork, Human, Elf, Dwarf)
Class: (see next spoiler for a quick rundown on what they are)
Background:
Drives: (something the character wishes to accomplish in life, be it survive to boast about their runs, or to bring down the mighty Lofwyr)

Street Samurai
The class that most people envision when they think of shadowrun, these characters are usually more man than machine, having replaced their bodyparts with cyberware to become faster and stronger than their brethren.
Combat Decker
In shadowrun, a Decker is a Hacker, they rule the world of the Matrix and can get any dirt they need on any one they want. Useful for disabling security systems, data aquisition run and the like. They must also be prepared to go into the buildings with their teams, as most super sensitive data (read the stuff that pays well) is in secure servers.
Combat Mage
They have taken advantage of the world of magic, and are most comfortable slinging spells at the baddies in a run. They have honed their expertise to deal maximum amount of damage in as short a time as possible.
Street Mage
Whereas the combat mage has specialized in combat, the street mage is a bit more of a jack of all trades when it comes to magic. They are usually supporting their teammates with enhancement spells and elementals.
Shamans
The shamans work the same way as the mages, however, they follow a totem, a sort of religious icon that leads them in their lives. Usually animals are chosen as totems, and (just for fun) when a shaman is put under extreme durress from a strong spell or conjuring, they seem to take on the guise of their totem (an eagle shaman will appear to have a beak and feathers)
Adept
The adept is also a magical character, but they use the benefits of magic not as a way to manipulate the world around themselves, but as a way to manipulate themselves to become stronger and faster. Abilities like deadly hands and increased reflexes make them a fierce opponent.
Rigger
Riggers are the "Drivers" of ShadowRun. They accel behind the wheel of any vehicle, even jacking themselves into the vehicle to control it with their mind. They can also be remote or drone riggers which deal with the remote controlled "toys" of the 22nd century.
Mercenary
Pretty straight forward character class, they will do just about anything for the right amount of pay. Not as cybered as the street samurai, but they may have some enhancements to keep them in the game.
Covert Ops Specialist
Where most characters are run and gun hands down fighters, this class specializes in stealth tactics, often getting into, and out of enemy territory undetected. However, they will have some combat skills as no plan goes off without a hitch.
The Face
Taking covert ops to the next level, this class is more of an undercover agent, they will walk right into enemy territory, smile at the cameras and know the guards by name. Small amounts of enhancements to help in getting through security will come into play such as retinal modification cyberware that will allow them to mimic the retinal scans of higher up individuals and get into the places they shouldn't.
Sprawl Ganger
Living on the streets is a tough life, and these characters have embraced that life, with a baseball bat and a chip on the shoulder. Little to no cyberware, these characters are usually no more than street rabble enforcers. Maybe looking to make it big, they will start running the shadows.
Invesitgator
The name says it all. These characters are experts at finding out information, be it on the matrix, or in the interrogation room at the local LoneStar precinct.

I'm sure there are more, I'll edit this once i find the example character sheets from the main text.
 

Blayze

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Dec 19, 2007
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Er... We need more detail on the races (Why spend points on not being human, for example?), Magic (Aspected? Full? What?) the Attributes and Skills.
 

Teafo

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Jun 26, 2008
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Blayze said:
Er... We need more detail on the races (Why spend points on not being human, for example?), Magic (Aspected? Full? What?) the Attributes and Skills.
Races: Human = Unmodified
Elf = higher quickness and charisma, low light vision
Dwarf = slight bonus to body (stamina) and willpower, thermographic vision, slower run speed
Ork = Bonuses to strength and body, low-light vision, lower intelligence, charisma and quickness
Troll = huge bonus to body and strength, thermographic vision, dermal armor (tough skin) much lower intelligence, charisma and quickness.

Magic:
Full magician = access to all spells, and all spirits of their tradition (shamans use animal spirits, hermetic mages use elementals)
Aspected magicians: there are 4 subcategories here.
Sorceror: All spells useable, no access to spirits of any kind
Conjurer: All spirits of their tradition available, no access to spells
Elementalist: Always hermetic have access to elementals of a single element and spells that correspond to that element (Fire elemental and combat spells, water elemental and illusion spells, air elemental and detection spells, and earth elemental and manipulation spells)
Totemist: access to the spirits and spells that deal with their totem only (i.e. Fox Totem can use a single spirit of nature or man, and spells that deal with detection and illusion only if memory serves me correctly)

at character creation, a full mage has 25 spell points to spend on getting spells and conjured elementals, whereas an aspected magician recieves 35 points but is limited on what they can choose.

Attributes:
Body: How tough your character is, as well as resistance to damage.
Strength: pretty self explanatory, can help with unarmed or melee combat
Quickness: speed, reaction times, and can govern how well you use more firearms
Intelligence: again pretty self explanatory, how smart your character is, is one factor linked with reaction
Charisma: how well you can deal with other people including negotiating, interrogating etc
Willpower: how mentally resilient you are, used to resist fatigue from gaseous weapons or spell drain (getting tired after using a spell)

These six attributes are used to determine two others:
Reaction (INT + QUI) / 2
Initiative (Reaction + 1d6 rolled at beginning of combat)

The skills list is quite long, though not nearly as long as the CoC ones, and I will post up a full list of them tomorrow afternoon.

At this point, it looks like we are getting some more interest, I'm glad to see that it hasn't just died. I'm trying to get eveyone up to date as well as I can over the internet, it would be much easier to do this in person with the texts right in front of us... but unfortunately we can't really do that. So I'm gonna leave it up to you guys if you would like me to post more about these and have you roll dice while playing, or would you prefer a play by post style where you say what you want to do and leave it up to me to see if you succeed/fail. A third option, would be that you can tell me the basics of what you want your character to be able to do, and I will try to make character sheets and then we can work them out together to get exactly what you want. Let me know and I'll try to get this bad boy rolling.
 

Blayze

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Dec 19, 2007
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I've managed to get my hands on the 3rd edition rulebook and the Companion. So far things are looking pretty good, despite the initial annoyance of needing to bounce between rulebooks to get anywhere. Nevertheless, Derek the Troll is almost up and running. He just has to obliterate his 90,000 nuyen on stuff and then he'll be set.
 

Lagamuffin

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Aug 12, 2008
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For Shadowrun, it would be a bit iffy to make a campaign. I think if they did, they would make it like Unreal Tournament's climb the ladder 'til you're the best campaign.
 

Blayze

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Er... what? We're not talking about the CounterStrike ripoff game here, Lagamuffin.

Anyway, just to let you guys know about Derek: He's a Troll Tech Wiz. Sounds weird? Heh. His concept is as follows:

"All geeks share two fantasies. The first is that we'll find someone who loves us for who we are. The second is a dream of getting enough power to destroy all those who made our lives miserable. Ever since I became a Troll, the first has proven impossible. The second, however? Oh, it's great fun."
 

Teafo

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Jun 26, 2008
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Sounds good Blayze. Where'd ya get your hands on a SR3 manual and SRComp? I haven't been able to find more texts for quite some time... Damn FASA selling out and whatnot.

Texts I currently Own:
Shadowrun Core Rulebook (3rd Edition)
Shadowrun Companion
Man & Machine
Cannon Companion
Magic in the Shadows
New Seattle
Corporate Download
Corporate Punishment

It was asked for, so here is a complete list of skills. During character creation, you can assign any number of skill points (to a max of 6) to any skill. If the skill exceeds it's linked attribute (i.e. Rifles is linked to Quickness) then each point above the attribute rating costs 2 skill points (Example: Dodger, the decker, has an intelligence of 5, and needs his computer skill as high as possible. He decides to make his computer skill 6. The first 5 points go into computer skills just fine, however, the 6th and last point is 1 higher than his intelligence, and therefore costs 2 points for a total of 7.)

When using skills, you roll a number of 6 sided dice equal to your skill/attribute, rerolling any 6's and adding the 6 onto them (example: Dodger is making a computer skill check to see if he can hack his way past the corporate security system, he has computer 6 so rolls 6D6 getting: 2,3,5,5,4,6. He rerolls the 6 and gets a 4, added onto the original 6, for a total of 10. His target number (determined by the GM) was 5, and therefore makes 3 successes and manages to sneak by the countermeasures without getting caught.)

Linked Attribute: Body
Athletics
Diving
Parachuting
Strength
Edged weapons (Off-hand)
Clubs (Off-hand)
Polearms/Staffs
Cyber-Implant Combat (Off-hand)
Unarmed Combat
Throwing Weapons (including grenades)
Projectile Weapons (bow, speargun etc)
Heavy Weapons (Light Machine Gun or Higher, pretty much anything that should be mounted on a vehicle but is carried)
Spray Weapons (Chemical Sprayer, Flamethrower etc)
Underwater Combat
Quickness
Pistols
Submachine Guns
Rifles (Sports rifles, sniper rifles)
Assault Rifles
Shotguns
Whips (Off-hand)
Stealth
Intelligence
Aura Reading
Demolitions
Gunnery (Vehicle mounted weapons or remote controlled weapons)
Launch Weapons (Grenade launcher, rocket launcher etc)
Computer
Electronics
Biotech (first aid and such)
Build/Repair Skills (Example: Electronics B/R can be taken as a skill to help make or dismantle electronic devices)
Small Unit Tactics
Charisma
Etiquette
Instruction
Interrogation
Intimidation
Leadership
Negotiation
Willpower
Conjuring
Sorcery
Enchanting
Divining
Centering
Reaction
Bike
Car
Hovercraft (modern day style, not flying cars)
Motorboat
Ship
Sailboat
Winged Aircraft
Rotor Aircraft
Vector Thrust Aircraft (VSTOL style craft)
Lighter-Than-Air Aircraft (i.e. Blimp, Hot Air Balloon)
Submarine

Human: No Modifications
Dwarf: +1 Body, +2 Strength, +1 Willpower, Thermographic Vision, Strong Immune System (+2 Body when rolling against toxins or diseases)
Elf: +1 Quickness, +2 Charisma, Low Light Vision
Ork: +3 Body, +2 Strength, -1 Charisma, -1 Intelligence, Low Light Vision
Troll: +5 Body, +4 Strength, -1 Quickness, -2 Intelligence, -2 Charisma, Thermographic Vision, +1 Reach (long arms), Dermal Armor (+1 Body when rolling for armor)

In Shadowrun, character improvement is done through Karma Points (which can be thought of as experience points) awarded at the end of each mission. Characters can spend these points to increase their character's skills, attributes, or to learn new skills.

I was originally operating under the assumption that most people wouldn't have access to the rulebook. Since you do, however, and are going to be spending money, start with 123 build points (essentially add 10 points to your resources). If anyone doesn't have the rulebooks, then I will let them pick gear and I'll buy it for them essentially. Then tell them how much they've got left. If you can, I would suggest picking up the texts for Man & Machine (all the cyberware you'll ever need is in there) and Cannon Companion (lots of new guns and even rules to make your own)
 

Teafo

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Jun 26, 2008
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Lagamuffin said:
For Shadowrun, it would be a bit iffy to make a campaign. I think if they did, they would make it like Unreal Tournament's climb the ladder 'til you're the best campaign.
Campaigns in Shadowrun don't work quite the same way as most people would think of campaigns, I'll admit. In this instance, I plan on having characters work through individual missions, which connect to one another through plot-lines, and recurring characters. In between missions, is when the characters can improve themselves, and buy new goodies, or go looking for more missions on their own (example: Dodger the Decker has just finished a mission against Mitsuhama's Computer Research Department, and learned some interesting facts about a new CyberDeck coming out soon. The launch date is burned into his mind, but he's determined to have it first. He can suggest to the GM that he'd like to steal it before shipments go out, and I can set up a small run in-between the larger missions. However, this type of mission doesn't have someone paying you, so it's only a gain of what you're going after, if you succeed, and your teammates can choose to participate if they wish, but they aren't likely to get much out of it themselves.)
 

Blayze

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Where'd ya get your hands on a SR3 manual and SRComp?
Are you serious? This is the Internet.

If you can, I would suggest picking up the texts for Man & Machine
Oh hell yes. I've already loaded out my character's head with gear (Everything's Alphaware, bought the Commlink and Radio as a package deal for less Essence loss and I loaded out the Cybernetic Eyes and Ears with the free 0.50 Essence worth of gear - which is really a free 1.00 Essence in my case - that they can both have). And if memory serves, everything's legal.

Speaking of which, can you help me out with Permits? My character bought a pistol at creation, so does that mean I can automatically assume he has a Permit for one if I want?