Post by fastjack on Jul 25, 2012 13:48:21 GMT -5
First of all, let me mention that I didn't make this. It's Jeremy's, I'm just posting it here for the ease of players who might be looking to join us on Saturdays. I suppose I should mention that it uses mostly SR4 stuff, with the exceptions of Character Creation, Combat, and Magic.
Shadowrun 3.8 Character Creation Rules
[Since I lack the ability to put tables into the forums (or more accurately don't know how yet) I'm going to be having to type the data from the tables into column form. They're all accurate, however.]
1. There are a total of 5 categories that you will be giving letters to (A, B, C, D, or E) based on how important that thing is to your character. The categories are Heritage (aka Race), Talent (Magic/Technomancy decided here), Attributes (the main eight), Skills & Groups, and Resources (including Contacts). Each Category tells what you get with each letter. I am going to print the table information first, but there may be some numbers that are at first confusing. Please look to what follows the table for an explanation of them.
HERITAGE:
A - Human (8), Dwarf (5), Ork (6), Elf (5) or Troll (4)
B - Human (5), Dwarf (3), Ork (3), Elf (2) or Troll (1)
C - Human (3), Ork (0), Dwarf (0)
D - Human (1)
E - Human (0)
TALENT:
A - Magician (Magic 5, 9 Spells), Technomancer (Resonance 5, 35 Complex Form Points)
B - Adept (Magic 5), Magician (Magic 3, 5 Spells), Technomancer (Resonance 3, 23 CFP)
C - Adept (Magic 3), Technomancer (Resonance 2, 9 CFP)
D - Adept (Magic 1), Technomancer (Resonance 1, 3 CFP)
E - Mundane
ATTRIBUTES:
A - 20
B - 17
C - 15
D - 13
E - 12
SKILLS AND SKILL GROUPS:
A - 48 Skill Points, Up to 2 Skill Groups
B - 40 Skill Points, Up to 2 Skill Groups
C - 34 Skill Points, Up to 1 Skill Group
D - 30 Skill Points, Up to 1 Skill Group
E - 28 Skill Points, No Skill Groups
RESOURCES:
A- 250,000 nuyen, 6 Contacts
B - 140,000 nuyen, 6 Contacts
C - 70,000 nuyen, 4 Contacts
D - 15,000 nuyen, 3 Contacts
E - 5,000 nuyen, 2 Contacts
The notes should make everything else clear. If they don't, bring the questions to Jeremy.
HERITAGE: The number in parentheses indicates "extra points" that you can spend towards Edge, Magic, and Resonance.
TALENT: Complex Form Points can be spent to create Complex forms at a cost of 1 per point of rating.
ATTRIBUTES: You begin with your racial minimum in each value for free. You may buy up to your character's racial maximum in one Attribute. There are no other restrictions.
SKILLS & SKILL GROUPS: Skills are extremely important in Jeremy's game. Skills and Skill groups are bought at a cost of one per rating point. This makes skill groups very important. Skill Groups cannot be above 4 during character creation. Skill points can apply to Active, Knowledge, or Language skills. Characters receive (Logic + Intuition) * 2 for Knowledge & Language. There are no other restrictions.
RESOURCES & CONTACTS: Contacts each have Loyalty 2, Connection 3
QUALITIES: You may purchase Negative Qualities up to 35 points. Points earned this way can only be used for Positive Qualities, and Foci, Spirits, Sprites, and Specializations.
After Character Creation, there are some other rules that are different in 3.8. The first big component is Initiative.
You first have to calculate your Initiative Modifier. To do this, count up how many initiative passes you receive BEYOND THE FIRST. For example, with Wired Reflexes 2 you would normally gain two extra initiative passes. Take this number, and add it to 2. Subtract the result from 10, and you will have your Initiative Modifier. To see this in numeric terms: 10 - (2 + IPs) = Initiative Modifier. Using the example above of Wired Reflexes, your Initiative Modifier would be 6 (10 - (2+2) = 6)
To calculate your initiative, Roll 1d6 and add your initiative number to it. That number is when you act first. You act again every time you are able to subtract your Initiative Modifier from the Initiative and still have a whole number. For example, if I have initiative 8, and I roll a 5, I would act first at Initiative 13, then again at Initiative 3, etc.
You have a Combat Pool = (Agility + Intuition + Willpower) / 2
This pool refreshes at the beginning of every phase
The combat pool may be used to add to Combat tests up to the skill rating (4 dice if you have pistols 4, etc), Add to Body Rolls to resist damage, and use for Full Defense/Dodge
Target Numbers for combat are 4 for Melee
For Ranged, Short = 3, Medium = 4, Long = 5, Extreme = 6
Armour contributes by subtracting half from the Modified DV
Magic is also a little bit different. You have a magic pool of (Willpower + Magic + [Drain Stat]) / 3 which refreshes at the beginning of every action.
You can add to magic skill up to rating (4 dice for Sorcery 4), Add to resist drain, Use for counter spelling. Magic Target Numbers are 5
You resist drain using Willpower + Magic Pool exclusively
Shadowrun 3.8 Character Creation Rules
[Since I lack the ability to put tables into the forums (or more accurately don't know how yet) I'm going to be having to type the data from the tables into column form. They're all accurate, however.]
1. There are a total of 5 categories that you will be giving letters to (A, B, C, D, or E) based on how important that thing is to your character. The categories are Heritage (aka Race), Talent (Magic/Technomancy decided here), Attributes (the main eight), Skills & Groups, and Resources (including Contacts). Each Category tells what you get with each letter. I am going to print the table information first, but there may be some numbers that are at first confusing. Please look to what follows the table for an explanation of them.
HERITAGE:
A - Human (8), Dwarf (5), Ork (6), Elf (5) or Troll (4)
B - Human (5), Dwarf (3), Ork (3), Elf (2) or Troll (1)
C - Human (3), Ork (0), Dwarf (0)
D - Human (1)
E - Human (0)
TALENT:
A - Magician (Magic 5, 9 Spells), Technomancer (Resonance 5, 35 Complex Form Points)
B - Adept (Magic 5), Magician (Magic 3, 5 Spells), Technomancer (Resonance 3, 23 CFP)
C - Adept (Magic 3), Technomancer (Resonance 2, 9 CFP)
D - Adept (Magic 1), Technomancer (Resonance 1, 3 CFP)
E - Mundane
ATTRIBUTES:
A - 20
B - 17
C - 15
D - 13
E - 12
SKILLS AND SKILL GROUPS:
A - 48 Skill Points, Up to 2 Skill Groups
B - 40 Skill Points, Up to 2 Skill Groups
C - 34 Skill Points, Up to 1 Skill Group
D - 30 Skill Points, Up to 1 Skill Group
E - 28 Skill Points, No Skill Groups
RESOURCES:
A- 250,000 nuyen, 6 Contacts
B - 140,000 nuyen, 6 Contacts
C - 70,000 nuyen, 4 Contacts
D - 15,000 nuyen, 3 Contacts
E - 5,000 nuyen, 2 Contacts
The notes should make everything else clear. If they don't, bring the questions to Jeremy.
HERITAGE: The number in parentheses indicates "extra points" that you can spend towards Edge, Magic, and Resonance.
TALENT: Complex Form Points can be spent to create Complex forms at a cost of 1 per point of rating.
ATTRIBUTES: You begin with your racial minimum in each value for free. You may buy up to your character's racial maximum in one Attribute. There are no other restrictions.
SKILLS & SKILL GROUPS: Skills are extremely important in Jeremy's game. Skills and Skill groups are bought at a cost of one per rating point. This makes skill groups very important. Skill Groups cannot be above 4 during character creation. Skill points can apply to Active, Knowledge, or Language skills. Characters receive (Logic + Intuition) * 2 for Knowledge & Language. There are no other restrictions.
RESOURCES & CONTACTS: Contacts each have Loyalty 2, Connection 3
QUALITIES: You may purchase Negative Qualities up to 35 points. Points earned this way can only be used for Positive Qualities, and Foci, Spirits, Sprites, and Specializations.
After Character Creation, there are some other rules that are different in 3.8. The first big component is Initiative.
You first have to calculate your Initiative Modifier. To do this, count up how many initiative passes you receive BEYOND THE FIRST. For example, with Wired Reflexes 2 you would normally gain two extra initiative passes. Take this number, and add it to 2. Subtract the result from 10, and you will have your Initiative Modifier. To see this in numeric terms: 10 - (2 + IPs) = Initiative Modifier. Using the example above of Wired Reflexes, your Initiative Modifier would be 6 (10 - (2+2) = 6)
To calculate your initiative, Roll 1d6 and add your initiative number to it. That number is when you act first. You act again every time you are able to subtract your Initiative Modifier from the Initiative and still have a whole number. For example, if I have initiative 8, and I roll a 5, I would act first at Initiative 13, then again at Initiative 3, etc.
You have a Combat Pool = (Agility + Intuition + Willpower) / 2
This pool refreshes at the beginning of every phase
The combat pool may be used to add to Combat tests up to the skill rating (4 dice if you have pistols 4, etc), Add to Body Rolls to resist damage, and use for Full Defense/Dodge
Target Numbers for combat are 4 for Melee
For Ranged, Short = 3, Medium = 4, Long = 5, Extreme = 6
Armour contributes by subtracting half from the Modified DV
Magic is also a little bit different. You have a magic pool of (Willpower + Magic + [Drain Stat]) / 3 which refreshes at the beginning of every action.
You can add to magic skill up to rating (4 dice for Sorcery 4), Add to resist drain, Use for counter spelling. Magic Target Numbers are 5
You resist drain using Willpower + Magic Pool exclusively