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+ | ====== House Rules, implementation details and potential gotchas ====== | ||
+ | Some of these (such as Essence Hole) are not a houserule but are a nuance that may not be immediately apparent to players familiar with the setting but perhaps not intimately well-versed with Third Edition. | ||
+ | |||
+ | The in-game helpfile ('' | ||
+ | < | ||
+ | We have several house rules in place here, which have evolved over time | ||
+ | largely due to the constraints of running a tabletop game as a | ||
+ | long-lived MMO. Most are listed below, but this is not a complete list-- | ||
+ | if you find something that's missing, let us know so we can add it! | ||
+ | |||
+ | * MUD time elapses thirty times faster than real time; | ||
+ | * Elementals sustain spells up to their own Force; | ||
+ | * Nature spirits last for four days, but despawn if their shaman leaves their Domain; | ||
+ | * permanent character death is opt-in; | ||
+ | * rating caps have been applied to Attributes, Skills, Foci, Adept Powers; | ||
+ | * body slots for wearable items; | ||
+ | * Combat, Spell and Task Pools do not deplete when used; | ||
+ | * Visibility Penalties affect Dodge; | ||
+ | * only one active Autorun at a time; | ||
+ | * Karma Pool, Edges / Flaws, Contacts not implemented; | ||
+ | * Smartlink-II, | ||
+ | * armour layering buffed but shields nerfed; | ||
+ | * Skill Points within character generation simplified; | ||
+ | * minor cosmetic relabelling of Skills and Skillsoft types; | ||
+ | * First Aid, drug addiction have custom implementation; | ||
+ | * Concealability simplified; | ||
+ | * weapons checkpoints, | ||
+ | * image magnification enables shooting (but not spellcasting or gunnery) into nearby Rooms; | ||
+ | * AutoNav is limited to GridGuide; | ||
+ | * stock purchased Cyberdecks cannot (be modified to) use Hacking Pool; | ||
+ | * spell learning costs discounted by upgrades, but not Limitations; | ||
+ | * spellcasting Successes capped at Force for Sustained Illusions; | ||
+ | * Invisibility and Ritual Sorcery have custom implementation; | ||
+ | * vehicle combat only partially implemented; | ||
+ | * no drone Pilot to follow or assist riggers automatically; | ||
+ | |||
+ | For more verbose detail, please visit https:// | ||
+ | </ | ||
+ | |||
+ | Official pen-and-paper rulesbooks can irregularly be [[https:// | ||
+ | |||
+ | ===== Time ===== | ||
+ | MUD time is accelerated by a coefficient of ×30: | ||
+ | ^ MUD time ^ Real time ^ | ||
+ | | 1 Combat Turn (3 seconds) | < | ||
+ | | 1 minute | 2 seconds | | ||
+ | | 1 hour | 2 minutes | | ||
+ | | 1 day | 48 minutes | | ||
+ | | 1 month | 1 day | | ||
+ | | 2< | ||
+ | |||
+ | Regardless of how long a character stays connected to the MUD for, '' | ||
+ | |||
+ | A " | ||
+ | |||
+ | ==== Lifestyle and Purchases ==== | ||
+ | * Lifestyles cannot be purchased outright for 100 months' | ||
+ | * vehicles containing Living Amenities (mobile homes / " | ||
+ | * Lifestyles may be leased ('' | ||
+ | * Lifestyles may be shared ('' | ||
+ | * merchants who do not have a listed item in stock will order it for you: | ||
+ | * High and Luxury Lifestyles impart a -1 and -2 (respectively) modifier to the Availability TN; | ||
+ | * lowering the Availability by purchasing a Permit (SR3.274) is not implemented; | ||
+ | * if merchants fail to source your order with your Etiquette roll, you can reattempt after waiting 1 complete MUD day; | ||
+ | * the latency before it arrives in stock is measured in accelerated MUD time; | ||
+ | * the period of time it will be held in stock for you to collect it ('' | ||
+ | |||
+ | ==== Health recovery ==== | ||
+ | Healing Stun and Physical damage (SR3.126) is vastly accelerated in the MUD. | ||
+ | |||
+ | It is decoupled from Body rating (to avoid bias in favour of certain [[# | ||
+ | |||
+ | ^ Track ^ Base ^ Drugs ^ Medical Workshop ^ Social Room ^ Sterile Room ^ Symbiotes ^ Rapid Healing ^ Bioware Overstress ^ Lifestyle ^ | ||
+ | ^ Physical | based on Position | ||
+ | ^ Mental | ditto + 33~50% | ||
+ | |||
+ | NPCs heal at double this rate so by the time a PC has healed up from an interrupted encounter (at least, without intervention) NPCs likely have too. | ||
+ | |||
+ | A character whose Mental track is filled is stunned and continues to recover health (at a comparatively high rate). NPCs will generally stop attacking unconscious PCs (although damage-over-time spells like Ignite will continue to tick damage). The character may revive, stand, and flee with luck and good timing. | ||
+ | |||
+ | A character whose Physical track is filled is mortally wounded. //All health recovery ceases// at this point and they slowly bleed out, inevitably dying without intervention. | ||
+ | |||
+ | Under pen-and-paper play, a spirit recovers one box of damage on its Condition Monitor per minute it spends out of combat (MitS.98) and disappears immediately when either Track is filled (SR3.176). The MUD does not implement these properties. FIXME | ||
+ | |||
+ | ==== Spirits ==== | ||
+ | The accelerated MUD time affects both kinds of spirits. | ||
+ | |||
+ | In standard pen-and-paper play, Elementals can sustain spells of any Force for (elemental' | ||
+ | |||
+ | In standard pen-and-paper play, Nature Spirits depart at the soonest sunset or sunrise (SR3.186, SR3.264; except for Urban/ | ||
+ | * Domains very seldom overlap; | ||
+ | * Domains apart from Hearth and City are very rare; | ||
+ | * Hearth and City //never// overlap; | ||
+ | * Nature Spirits dissipate if their conjurer leaves their Domain (rather than remain in their Domain to continue carrying out their last ordered services: SR3.184); | ||
+ | * consequently a Nature Spirit will rarely last more than a few Rooms, in practice. | ||
+ | For this reason, if creating a Shaman with Conjuring, pick a [[totems|Mentor Totem]] with a bonus to Spirits of Man (eg, Monkey or Dark King), a meta with high Charisma, and a Power or Spirit Focus - because you'll be constantly resummoning ('' | ||
+ | |||
+ | ==== Astral Projection ==== | ||
+ | Essence naturally begins at 6 and is reduced permanently by implanting Cyberware and is reduced temporarily by Astral Projection. A magician with a datajack and smartlink might have 5.5 Essence, giving them 5.5 MUD hours to Project before running out and dying (SR3.173, MitS.31). By concession this has been extended to an equal real life duration under idealised conditions ('' | ||
+ | |||
+ | Towards the end of that time, as your Essence drops to 2, the system will warn you that "Your link to your physical form grows tenuous." | ||
+ | |||
+ | Towards the end of that time, as your Essence drops to 1, the system will warn you that "You feel memories of your physical body slipping away. Better RETURN to it soon..." | ||
+ | |||
+ | In standard pen-and-paper play, a Projecting magician would need to relocate and return to the Room in which their physical body is before re-integrating with it. If they cannot find their body in time, they die. If they manage to fill their own Stun track with Boxes, they instead get Disrupted, teleport back to their body, re-integrate with it, and are unconscious (SR3.176). This triggers a Magic Loss Check but is better than dying outright. This leads to wearing Shock Watches with a countdown timer, or casting Stunbolt on oneself to escape, etc. In the MUD implementation, | ||
+ | |||
+ | ==== Maintenance ==== | ||
+ | Characters are purged after '' | ||
+ | This expiry can be lifted through [[syspoint_bounties|OOC efforts]] to support the MUD community, quantified through SysPoints ('' | ||
+ | |||
+ | ==== Actions in Combat ==== | ||
+ | In pen-and-paper play, a Combat Turn is 3 seconds long, divided into a number of Combat Passes (SR3.39, 104). A participant' | ||
+ | |||
+ | The MUD implements one global Initiative ladder. Anyone entering combat slots into it and anyone leaving combat is removed from it. If combat takes a long time IRL while all the combatants in your room do nothing but wait for their turn in Initiative, it is (probably) because elsewhere in the MUD, someone else is simultaneously in combat and the participants in that combat have significantly higher Initiative, are more numerous, or both. | ||
+ | |||
+ | When adversaries initiate mêlée contests with your character //in their Phases//, your character will automatically participate. | ||
+ | |||
+ | When it's your character' | ||
+ | - if you have submitted a queue of actions to take (eg: reload, (de)activate adept power, summon spirit, cast spell, glance at opponents' | ||
+ | - if the most recent Wound received tripped its Wimpy threshold, attempt to Flee; | ||
+ | - if your character' | ||
+ | - if there' | ||
+ | - if there' | ||
+ | As a result, all characters should have a readied weapon available to them that they are skilled in. An SMG with internal Recoil Compensation, | ||
+ | |||
+ | Ordinary directional movement has a cooldown of 1 Combat Phase before it can be used again. Characters can attempt to [[# | ||
+ | |||
+ | Out of combat, movement is not rate-limited. | ||
+ | |||
+ | ===== cRPG ===== | ||
+ | ==== Death ==== | ||
+ | This is a cRPG adaptation of a pen-and-paper ruleset. Having no human GM controlling NPCs has consequences: | ||
+ | * NPCs' decision-making and actions are primitive; for example: | ||
+ | - a ganger and lawman peacefully coexist in a Room; | ||
+ | - you enter the Room; | ||
+ | - the ganger //glares// and aggresses; | ||
+ | - the lawman //jumps to the aid of the ganger//, against you! | ||
+ | * this is taking dystopia and the suspension of disbelief rather far; | ||
+ | * NPCs respawn when slain (on location, at full health, with full equipment; they then reload their weapon and carry on as if they'd always been there); | ||
+ | * PCs respawn when slain (in a DocWagon recovery room, at full health while '' | ||
+ | * Newbie protection used to last until 25 Karma, then 50, currently 100. | ||
+ | |||
+ | Players can opt-in to receive DocWagon client emergency dispatch alerts and //may// show up at the crime scene to revive a wounded player before they bleed out. Don't count on it, though! | ||
+ | |||
+ | The Metabolic Arrester bioware slows bleed-out by a coefficient of 5 which gives more time for a Good Samaritan to swing by, and more opportunities for your DocWagon callout to get through. | ||
+ | |||
+ | As a result of the accelerated future mechanic and no GM fiat to protect PCs from lethal rolls, character death is inevitable (even common, at times). Therefore: | ||
+ | * Magic attribute is not reduced from deadly wounds (SR3.129, MitS.93); | ||
+ | * other attributes can be reduced through deadly wounds (4% chance: SR3.127, MM.129); | ||
+ | |||
+ | Just like Diablo, during character generation //only//, a player has a once-in-a-lifetime opportunity to voluntarily '' | ||
+ | * there is no mechanical advantage to doing so - only a personal sense of achievement; | ||
+ | * hardcore characters do not get purged due to extended inactivity; | ||
+ | * just like in Diablo, hardcore characters who die stay dead and their property remains inaccessible; | ||
+ | |||
+ | Within '' | ||
+ | |||
+ | ==== PvP ==== | ||
+ | PvP is optional. "This flag cannot be removed once it has been toggled on" ('' | ||
+ | |||
+ | Some players are trolls (not the meta!) and have used Area of Effect (AoE) attacks antisocially. Therefore AoE attacks are disabled, including: | ||
+ | * grenades | ||
+ | * AoE offensive spells | ||
+ | |||
+ | Although merchants still sell grenades and Spell Design can be used to create formulae and learn AoE spells, these carry a coded flag, prominent in yellow, saying they have //been flagged NERPS, indicating it has no special coded effects//. | ||
+ | |||
+ | Area effects (and carried items which create them, such as grenades) are viable within [[# | ||
+ | |||
+ | ===== Caps ===== | ||
+ | ==== Attribute caps ==== | ||
+ | Attributes can only be raised with Good Karma up to the Racial Modified Limit, not to the Racial Maximum (SR3.245). | ||
+ | |||
+ | (To offset this limitation, improvements to Attributes from [[ware|Bioware]] and [[adeptpowers|Adept Powers]] are house-ruled to count as Augmented and therefore can exceed the RML. Normally they are considered natural and unaugmented: | ||
+ | |||
+ | Adept Powers that raise Attributes are capped at 6. Spells which raise Attributes are capped at 12 (the rating of Sorcery, and require 24 dice to auto-succeed in Ritual Sorcery). | ||
+ | |||
+ | Attributes experience diminishing returns beyond 20 (!); above this threshold, only every second increase counts mechanically. | ||
+ | |||
+ | Magic rating is capped at 26 (!). Additional Initiations beyond this are possible but do not provide benefit (unless base Magic is subsequently reduced, such as by augmentation). Magic rating cannot be reduced below 1 by augmentations; | ||
+ | - assign Priority A and B to Magic and Resources, either way round; | ||
+ | - implant and explant a VCRIII in order to take your Magic to 1 and still have all your nuYen; | ||
+ | - buy and bond any F3+ focus; | ||
+ | - activate it, check '' | ||
+ | < | ||
+ | You feel some of your magic becoming locked in a rune ring! Quick, take off all your foci before it happens again! | ||
+ | You feel the last of your magic leave your body. | ||
+ | > score attributes | ||
+ | As a Mundane, you have no magic.</ | ||
+ | |||
+ | In pen-and-paper play, "Magic is the only Attribute that can have a value of 0" (SR3.56, 42) unless someone with Intelligence 1 activates a Pain Editor (mm.73) or someone with Willpower 1 comes down from Kamekaze (mm.120). The MUD implementation caps minimum Intelligence to 1 but Quickness to 0 (MitS.150). | ||
+ | |||
+ | ==== Skill caps ==== | ||
+ | Skill caps apply to [[# | ||
+ | |||
+ | === Magic Priority A === | ||
+ | Magic is assigned to Priority A by Magicians (ie Mages and Shamans) < | ||
+ | * Rank 12: magical skills; | ||
+ | * Rank 12: Negotiation; | ||
+ | * Rank 10: Languages; | ||
+ | * Rank 8: all other skills. | ||
+ | |||
+ | === Magic Priority B === | ||
+ | Magic is assigned to Priority B by Adepts (ie Physical Adepts and Aspected Conjurers, Sorcerers, Shamanists). Their skills are capped to: | ||
+ | * Rank 12: Negotiation; | ||
+ | * Rank 10: all other skills; | ||
+ | Nonetheless, | ||
+ | |||
+ | === Magic Priority E === | ||
+ | Magic is assigned to Priority E by Mundanes. Their skills are capped to: | ||
+ | * Rank 12: all skills; | ||
+ | |||
+ | |||
+ | For more information, | ||
+ | ==== Equipment caps ==== | ||
+ | Encumbrance limit is 30+Str×10kg (instead of the system on SR3.274 which inflicts damage for carrying certain loads for certain durations). A shopkeeper can sell you a heavy item which takes your character far over their limit and they will still be able to move; they just won't be able to pick anything new up, and if they do '' | ||
+ | |||
+ | Body slots are implemented for all gear worn or carried: | ||
+ | * this prevents wearing 20 helmets; | ||
+ | * there is a limit on the number of items a character can hold in the top level of their inventory; | ||
+ | * containers can be nested; | ||
+ | * outer layers (such as an '' | ||
+ | * equipping to head slots can obstruct player observers from being able to read your carefully crafted character description (embellishing your limp, scars, tattoos, gang affiliation patches, exotic accent, //et al.// '' | ||
+ | |||
+ | A Focus (plural: Foci) is a magical item (SR3.189). The Force of a Focus is capped to: | ||
+ | * F2 for a weapon Focus with Reach 1 or 2; | ||
+ | * F3 for a weapon Focus with Reach 0; | ||
+ | * F4 for a sustaining Focus (mostly F3; only two F4 available); | ||
+ | * F4 for a power Focus; | ||
+ | * F4 for a category Focus; | ||
+ | * F8 for a specific spell Focus; | ||
+ | * F6 for a spirit Focus; | ||
+ | * F8 for an expendable Focus; | ||
+ | Character generation offers each type of Focus except for a weapon Focus. Pregenerated archetype characters have their Focal bonding costs //100% subsidised// | ||
+ | |||
+ | Sorcery Libraries and Conjuring Libraries are used by all mages to research / learn spells and summon Elementals. The Rating of a Library limits the Force of the effect it can accommodate. | ||
+ | * F8 for a Sorcery library | ||
+ | * F8 for a Conjuring library | ||
+ | As a result, hermetic spells and spirits are capped to F8. | ||
+ | |||
+ | ===== Limitations ===== | ||
+ | Not all mechanics are implemented. | ||
+ | |||
+ | ^ Archetype ^ Implementation ^ Outstanding ^ | ||
+ | ^ Street samurai | =) =) =) =) =) | projectile weapons | | ||
+ | ^ Adept | =) =) =) =) :!: | metamagic; some Powers | | ||
+ | ^ Mage | =) =) =) :!: :!: | astral space minigame; metamagic; Focus allocation; Ally spirits | | ||
+ | ^ Shaman | =) =) :!: :!: :!: | astral space minigame; metamagic; domains; Focus allocation; Ally spirits | | ||
+ | ^ Decker | =) =) =) =) =) | modding stock purchases; trace IC | | ||
+ | ^ Rigger | =) :!: :!: :!: :!: | drone Pilot; vehicle combat; Control pool | | ||
+ | |||
+ | ==== Partially implemented ==== | ||
+ | * Archetypes: | ||
+ | * Adepts: | ||
+ | * Mystic Adept: | ||
+ | * Path of the Magician and the Adept Power: Magical Power (MitS.22) are not implemented; | ||
+ | * Physical Adept: | ||
+ | * Improved Ability is intentionally not implemented (SR3.169); | ||
+ | * Magicians: | ||
+ | * not every Focus you have comes with you when Astrally Projecting (SR3.173); | ||
+ | * [[metamagics|Metamagics]]: | ||
+ | * Spell Design (Magicians can create formulae for (some) spells that appear in Core and MitS, but cannot engineer custom spells: MitS.47); | ||
+ | * Spell Limitations (Exclusive and Fetish) are not implemented (SR3.180); | ||
+ | * Ordeals and Group Initiations are not implemented (MitS.58); | ||
+ | * Astral Projections can pass through known locked doors, but not through walls, ceiling, hidden doors, etc. | ||
+ | * Rigging: | ||
+ | * flying vehicles are not high enough to be out of mêlée reach; | ||
+ | * vehicles currently auto-lose in mêlée; | ||
+ | * vehicles currently auto-win against magic; | ||
+ | * no control over Control Pool; | ||
+ | * vehicles cannot shoot outside the Room in which they are located; | ||
+ | * drones have no Pilot and cannot '' | ||
+ | * drones are usually too heavy to be manually carried from room to room (unless you're a troll rigger) ('' | ||
+ | * armour can be added to vehicles (maximum of half body or +2) but not drones; | ||
+ | * can rig cars, trucks, bikes via RCDeck ('' | ||
+ | * all AutoNav is only implemented to traverse GridGuide-equipped terrain: | ||
+ | * higher Rating AutoNav should be able to navigate without GridGuide; | ||
+ | * the only coded benefit of higher Rating AutoNav is the number of GridGuide coordinates it can bookmark for future trips; | ||
+ | * Pools: | ||
+ | * Pools allocated to a purpose do not deplete with use (SR3.43, 104) except for Hacking Pool; | ||
+ | * while '' | ||
+ | * Dodge TN is subject to Visibility penalties; | ||
+ | * dice contributed from a Focus are conflated with the Pool (eg a Power Focus conflates with the Spell Pool), reducing how many dice can be applied to a test since they now count as a common source, not two separate sources; | ||
+ | * Mêlée: | ||
+ | * Reach always lowers the attacker' | ||
+ | * Good Karma is divided into: | ||
+ | * Reputation: awarded from completing Autoruns and PRuns; | ||
+ | * Notoriety: awarded from killing rats, spirits, metahumans, sentry turrets, ghouls, matrix IC, etc.; | ||
+ | * added together they form TKE (total Karma earnt); | ||
+ | * Autoruns: | ||
+ | * You can only have one Autorun accepted and active at a time; to abort it requires visiting the Johnson, phoning the Johnson, or relogging ('' | ||
+ | * items and NPCs spawned for the purpose of an Autorun have the '' | ||
+ | * the most recent fifteen Autoruns you have been offered are remembered in a queue; their Johnsons will not re-offer a job while it's in that queue; after sufficient other jobs have pushed through the queue or time has elapsed, you can repeat the jobs for as long as the Johnson continues offering them; they will decline runners whose Reputation exceeds their threshold; | ||
+ | * Perception: | ||
+ | * Ultrasound vision (MM.18) usually halves Normal Visibility Modifiers (SR3.282, MM.49) but the MUD implementation just uses it to [[# | ||
+ | |||
+ | ==== Not implemented ==== | ||
+ | * Karma Pool (SR3.63, SR3.246); | ||
+ | * Edges and Flaws (SRC.15); | ||
+ | * Albinism (SRC.37); | ||
+ | * Contacts (SR3.61, 253); | ||
+ | * Skill Specialisations (SR3.245) and Concentrations (CC.104); | ||
+ | * Projectile weapons (bows, crossbows, slingshots: SR3.117, CC.13); | ||
+ | * Dual-wielding weapons (in mêlée and ranged: SR3.112, CC.94, 105); | ||
+ | * Enchanting foci and fetishes (MitS.39); | ||
+ | * Astral Quests (MitS.92); | ||
+ | * astral Initiative +20, Reaction +Grade, Damage Resistance +Astral Pool (MitS.58); | ||
+ | * Watcher Spirits and Ally Spirits; | ||
+ | * Supermachinegun rate-of-fire (CC.101, 20, 24) | ||
+ | * Shock weapons' | ||
+ | * Cyberskates (MM.38); | ||
+ | * Cyberscanners, | ||
+ | * Shapeshifters (SRC.34), Otaku (Mat.133) | ||
+ | |||
+ | ===== Metatypes ===== | ||
+ | " | ||
+ | * modifiers to Attributes after discretionary points are assigned; | ||
+ | * natural vision modes (low-light, thermographic, | ||
+ | * [[# | ||
+ | * the willingness of merchants to engage in trade; | ||
+ | * gnomes and dryads have their magical options limited; | ||
+ | |||
+ | In pen-and-paper play, Humans get bonus Karma Pool as compensation for having none of the special perks metatypes get. The MUD does not implement Karma Pool. | ||
+ | |||
+ | Metatypes have meta// | ||
+ | * slight rearrangement of the Attribute bonus and penalty array of their base metatype; | ||
+ | * substantially steeper penalty to the willingness of merchants to engage in trade; | ||
+ | * dwarf / ork metavariants are charged a steep creation Priority tax which elf / troll metavariants are not; FIXME | ||
+ | * certain edge-cases are overlooked (Can a Cyclops install a //pair of cybereyes//? | ||
+ | |||
+ | Certain metatypes ('' | ||
+ | * the Dryad metavariant (SRC.43) is not limited to being female; | ||
+ | * Ghouls' | ||
+ | |||
+ | If using Build Points creation method, take care to ensure enough Attributes are purchased to cover all penalties your metatype imposes. | ||
+ | |||
+ | At one point, there were house-rules implemented for tall characters getting Reach but having to hunch or stoop if the ceiling wasn't high enough, penalising other things. This complexity has been deactivated in the source code. | ||
+ | |||
+ | The map hosted in the MUD is chock-a-block full of toilets and food shops because at one point, there were house-rules implemented for digestion requirements... //Resident Evil// style. Stomach growl cues and everything. This complexity has been deactivated in the source code. Ghoul dietary requirements are not implemented (there is no '' | ||
+ | |||
+ | ===== Augmentations ===== | ||
+ | During character generation, '' | ||
+ | - spend the 5 complimentary restrings on other items during character generation; | ||
+ | - enter the game; | ||
+ | - explant cybereyes or datajack, as desired, for free; | ||
+ | - pay Good Karma or SysPoints to restring it; | ||
+ | - implant it with your customisations, | ||
+ | Be aware prior to paying to restring cybereyes that there are cosmetic cybereyes (SR3.300) for sale from many shops in play which will cover most designs, saving you the cost of manually restringing. Be aware that wearing goggles / spectacles in the Eyes bodyslot will prevent other players from seeing and appreciating your fancy cybereyes. Protective Covers (SR3.300) are inexpensive, | ||
+ | |||
+ | Explantation (even within character generation FIXME ) leaves behind an Essence Hole or BioIndex Hole of the same size as the most cyberware or bioware ever installed simultaneously caused. This //cannot be repaired//. It impacts Magic rating, healing TN, BioTech TN, etc. If, during custom character generation, you regret the implantation of augmentations and cannot find other augmentations you like to fill the Hole, the only way to (ever) recover that Essence or BioIndex is to delete the character ('' | ||
+ | |||
+ | Consider that some [[ware|augmentations]] are situational. For example, you either need a VCR if you're sending a drone to fight for you //or// you need cyberlegs and dermal sheath if you're going in person. In which case you can explant your cyberlegs (thanks for keeping my real legs on ice all these months, doc!) and install your cranial VCR in the hole your legs left (abstraction is the only way this makes any sense). You don't need //all// your implants implanted //all// the time. If you plan to make use of this, try to plan ahead and front-load your Alphaware / Cultured augmentations in character generation so that their price-crunch minimises your refitting overheads in play. Player characters in '' | ||
+ | |||
+ | ==== Cyberware ==== | ||
+ | * Smartlink-II cyberware (MM.31) with a level 2 smartgun provides TN-3 instead of -2; | ||
+ | * Move-by-wire is restricted to mundanes only (Wired Reflexes, etc. can be used by the Awakened); | ||
+ | * Cyberlimbs are restricted to mundanes only (MM.32); | ||
+ | * Cyberlimb bonuses are //not// diluted across five hit locations (MM.35); | ||
+ | * Cyberlimbs and cybereyes do not provide Capacity in which to install Enhancements, | ||
+ | * Tactical Computers add their Rating to attempts to resist Invisibility spells for mundanes only; | ||
+ | * Ultrasound-vision cybereyes are not obstructed by wearing goggles, spectacles, or helmets; | ||
+ | * Chipjack Expert Driver Task Pool is limited to the rating of the chipped skill. (In pen-and-paper play, only "// | ||
+ | * Chipjack Expert Driver Task Pool [[# | ||
+ | * < | ||
+ | * there is no Social Skills penalty for Essence below 3.5 (SR3.93, MM.48); | ||
+ | * there is no Signature penalty for Essence below 3.0 (MM.47); | ||
+ | |||
+ | Bugs: | ||
+ | * < | ||
+ | * < | ||
+ | |||
+ | ==== Bioware ==== | ||
+ | * In pen-and-paper play, Bioware counts as " | ||
+ | * Tailored Pheromones II installed in mundane characters additionally reduce the TN by 1; | ||
+ | |||
+ | Possible bugs: | ||
+ | * "the Thermosense Organ gives the user functional Thermographic Vision" | ||
+ | * only one Reflex Recorder can be implanted at a time, total; | ||
+ | |||
+ | ===== Equipment ===== | ||
+ | |||
+ | ==== Armour ==== | ||
+ | * Layering (SR3.285): | ||
+ | * standard pen-and-paper rules award: | ||
+ | - the full value of the highest-rated item worn; + | ||
+ | - half the value of the second highest-rated item worn (round down) | ||
+ | - the third highest-rated item and all subsequent items provide //no benefit// but continue to count toward penalties | ||
+ | * is simple enough to compute through mental arithmetic | ||
+ | * MUD rules award: | ||
+ | - the full value of the highest-rated item worn; + | ||
+ | - half the value of //every other// item worn (round each down) summed together | ||
+ | * is complex enough [[https:// | ||
+ | * under both systems: | ||
+ | * form-fitting body armour (FFBA: CC.51) is subject to layering but does not impact Combat Pool or raise Quickness TNs (SR3.286) [Cannon Companion erratum]; | ||
+ | * ensemble components (CC.45) within a matched set are added together as if a single garment. Layering penalties do not apply among components of the ensemble but do apply with other armour. For example: | ||
+ | * [[Portland]] Surehand Square sells a //Serulos// ensemble by body slot: 3.5 //about//, 1.5 //body//, 1.5 //under//, 1.5 //legs//, 1 //feet// for 9/9 total; | ||
+ | * omitting the 1.5 //under// results in an ensemble of 7 total; | ||
+ | * layering partial //Serulos// with FFBA 5/3 reduces FFBA effectiveness to 2/1, resulting in a total armour of 9/8 but penalties as if wearing 12/10. This is // | ||
+ | * wearing multiple components from multiple ensembles aggregates only one such ensemble' | ||
+ | * fractional armour values are rare: they are present in stock ensemble components but they don't arise from layering; layering always truncates division without preserving fractions, thereby favouring armour values which are even numbers; | ||
+ | * Riot shields (SR3.284): | ||
+ | * do not have the messy TN+2-to-both-contestants mêlée rules implemented; | ||
+ | * do not have the ability for their armour benefits to be ignored by adversaries with Reach 2+ implemented; | ||
+ | * suffer from layering penalties as compensation; | ||
+ | * are coded to be illegal and will aggress NPCs on sight as compensation; | ||
+ | * the Electro Riot Shield (SotA64.98) is not implemented; | ||
+ | * there is no Social Skills penalty for wearing armour (SR3.93); | ||
+ | * in pen-and-paper play, form-fitting body armour and forearm-guards are tailored to a specific person' | ||
+ | * the MUD implementation indicates ensembles via '' | ||
+ | |||
+ | ==== Dikote ==== | ||
+ | * Dikote (MM.111) glaze can be purchased and applied to //some// vehicles and drones as an aftermarket upgrade (not flying vehicles); | ||
+ | * Dikote may not be bought and applied to armour - Dikoted armour must be purchased that way; | ||
+ | * Dikote may not be bought and applied to weapons - Dikoted weapons must be purchased that way; | ||
+ | |||
+ | ==== Hoarding, item damage and loss ==== | ||
+ | Equipment worn on body slots can be damaged in combat by sufficiently savage mundane attacks (CC.96) or (more often) through the Secondary Effects of Elemental Manipulation spells (SR3.196, SR3.183, MitS.51). | ||
+ | |||
+ | When equipment damage takes place, the MUD combat log contains lines such as these: | ||
+ | < | ||
+ | has been slightly damaged | ||
+ | has been damaged | ||
+ | has been destroyed | ||
+ | would have been damaged, but was shielded by your newbiestatus! (Recent change: items are render useless until repaired instead of fully destroyed. - Alak) | ||
+ | (OOC message: Be careful with these enemies; your deck would have taken permanent damage</ | ||
+ | You can configure your MUD client to remember / alert you when such strings are detected. You can take damaged equipment to an NPC for repair: | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - wait some time; | ||
+ | - '' | ||
+ | - '' | ||
+ | |||
+ | Many bags such as backpacks can be worn: //You can WEAR and REMOVE it, and potentially PUT things in it while worn. That exposes those stored things to combat damage, though!// Therefore if the top level of your inventory is full you can '' | ||
+ | < | ||
+ | Your arms are already full! | ||
+ | you can't hold any more items. | ||
+ | you can't carry that many items.</ | ||
+ | When this happens, you can: | ||
+ | * '' | ||
+ | * '' | ||
+ | |||
+ | To effectively hoard equipment for later: | ||
+ | * lease an Apartment: | ||
+ | - find an NPC with subtext //might have some rooms for lease. See HELP APARTMENTS for details.//; | ||
+ | - '' | ||
+ | - use your keycard to access the room which will be accessed via a nearby hallway and will have the (Apartment) flag in the room title; | ||
+ | - '' | ||
+ | * lease a Garage: | ||
+ | * the same as for an apartment, only: | ||
+ | * cheaper; | ||
+ | * with vehicular access and storage; | ||
+ | * with the (Garage) flag in the room title; | ||
+ | * use a vehicle: | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | * beware that locking a motorcycle does //not// secure it from opportunists entering it; | ||
+ | * beware that if your vehicle gets destroyed in a crash or wrecked by (Alarmed) NPCs: | ||
+ | * a third of its cargo is outright destroyed; | ||
+ | * a third of its cargo is ejected into the Room where the vehicle is; | ||
+ | * a third of its cargo remains in the vehicle; | ||
+ | * to mitigate the risk of destruction: | ||
+ | * prioritise Armour and Body; | ||
+ | * purchase armour upgrades and install them at the public vehicle workshop ('' | ||
+ | * purchase Dikote glazing and install it likewise; | ||
+ | * park the vehicle somewhere safe such as a (Garage); | ||
+ | * you can increase the Load capacity of your vehicle with an upgrade purchased from Circuit Couriers ('' | ||
+ | * carry everything yourself: | ||
+ | * prioritise your Strength attribute by being a Troll / Ork / Dwarf adept or sam; | ||
+ | * purchase high capacity, low weight containers (Phil' | ||
+ | |||
+ | Items dropped in (Apartment)s and items dropped in vehicles parked in (Garage)s have special efforts made to preserve them across updates and reboots. | ||
+ | Try not to hoard excessive quantities of stuff you really don't need any more. Each stored item has some small impact on server speed ('' | ||
+ | |||
+ | If you stored items in a vehicle but it has (or you have) since moved and you've lost track of it, < | ||
+ | |||
+ | ===== Skills ===== | ||
+ | ==== Natural skills ==== | ||
+ | The pen-and-paper rules for natural skills are: | ||
+ | * the character generation method provides a number of Skill Points to assign to Active Skills: | ||
+ | * raising a Skill rating (up to its linked Attribute) costs 1 Skill Point (SR3.57); | ||
+ | * raising a Skill rating beyond its linked Attribute costs 2 Skill Points; | ||
+ | * the Intelligence score multiplied by a coefficient (usually 5) provides a number of free points to assign to Knowledge Skills (SR3.58); | ||
+ | * the Intelligence score multiplied by a coefficient (usually 1.5) provides a number of free points to assign to Language Skills (SR3.59); | ||
+ | |||
+ | The MUD rules for natural skills are: | ||
+ | * the character generation method provides a number of Skill Points to distribute among Active Skills, Knowledge Skills and Language Skills; | ||
+ | * raising a Skill rating (regardless of its linked Attribute) costs 1 Skill Point; | ||
+ | * the Intelligence score does not attract any free points; | ||
+ | * the character begins with rating 10 in English which can be [[# | ||
+ | |||
+ | After character generation, //both//: | ||
+ | * use the coefficients on SR3.245 as controlled by relation to the Linked Attribute; | ||
+ | * ie Active / Knowledge skills cost the same during character generation, but Knowledge skills cost less than Active within play. | ||
+ | |||
+ | ==== Skillsofts ==== | ||
+ | The pen-and-paper requirements for skillsofts are on (SR3.295): | ||
+ | ^ Jack type ^ Info ^ ActiveSofts ^ KnowSofts ^ LinguaSofts ^ DataSofts ^ DIC BTL ^ | ||
+ | ^ Chipjack | is a specialised datajack | +Skillwires | ||
+ | ^ Datajack | is required to access headware memory | ::: | +Knowsoft Link || + Display Link / Image Link | √ | | ||
+ | |||
+ | The MUD implementation of skillsofts is: | ||
+ | ^ stay Jacked ^ ActiveSoft ^ KnowSoft ^ LinguaSoft ^ | ||
+ | | Yes | Chipjack + Skillwires | Chipjack || | ||
+ | | No | Chipjack + headware memory + Skillwires | Chipjack + headware memory + Knowsoft Link || | ||
+ | |||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | |||
+ | Shops in character generation and within play sell: | ||
+ | * ActiveSofts labelled as ActiveSofts (eg, Athletics, Negotiation, | ||
+ | * KnowSofts labelled as __Active__Softs (eg, Data Brokerage, Police Procedures, Program Design, Spell Design); | ||
+ | * LinguaSofts labelled as LinguaSofts (eg, [[http:// | ||
+ | * there are plenty of DataSofts as (Quest) items, but if you try to '' | ||
+ | * BTLs (not in character generation); | ||
+ | |||
+ | Customers can tell a KnowSoft erroneously displayed as an ActiveSoft is genuinely a KnowSoft because it is more expensive than the ActiveSofts of the same Rating. Knowing that it is a KnowSoft reassures the customer they do not need Skillwires; a Chipjack will be sufficient to make use of the skillsoft: | ||
+ | ^ Rating ^ ActiveSoft ^ KnowSoft ^ LinguaSoft ^ | ||
+ | ^ 3 | 2700Y | 4050Y | 1350Y | | ||
+ | ^ 5 | 7500Y | 11250Y | ||
+ | |||
+ | Quirks: | ||
+ | * in pen-and-paper play, Skillwires can simultaneously run skillsofts whose sum //total// Rating is no greater than the Skillwires' | ||
+ | * in pen-and-paper play, Skillsofts are decoupled from the Linked Attribute such that you could have Body 1 but Athletics 10 +3 Task Pool; in the MUD implementation, | ||
+ | * < | ||
+ | * Knowsoft Link description says it accesses "any knowsofts downloaded into headware memory or piped through a datajack." | ||
+ | * < | ||
+ | * If 300MP is insufficient for 1.00 Essence, install a Data Compactor IV for 0.25 Essence that' | ||
+ | |||
+ | ==== Language ==== | ||
+ | The MUD implements multiple Language skills. Select which language future utterances will be in using the '' | ||
+ | < | ||
+ | > job | ||
+ | The following words are too long for TongueTied' | ||
+ | Please limit your speech to words of length 0 or less. | ||
+ | Jack Johnson says in an unknown language, " | ||
+ | Jack Johnson says in an unknown language, "Serve economy your?" | ||
+ | </ | ||
+ | If you deteriorate your character' | ||
+ | * " | ||
+ | * some anticapitalists avoid capitalising acronyms so that their initialisms masquerade as typos; | ||
+ | * certain regional localisations struggle with plurals: "a ways" and "a foci" are particularly popular here ("a dice" is surprisingly not!); | ||
+ | |||
+ | Dropping English entirely during character generation could allow you to raise two Active skills from 1 to 6, which would have cost 58 Good Karma + 150kY total in play. Learning English back up to rank 10 within play costs 71 Good Karma + 226kY. On the plus side, the language teacher is trivially easy to locate whereas others require considerable exploration. (Calculations here assumed a Linked Attribute of 6.) | ||
+ | |||
+ | ==== Cosmetic ==== | ||
+ | The Unarmed Combat skill has been renamed to Brawling. It is the only skill used in Astral Combat while Projecting (Sorcery is not used; the skill associated with your Weapon Focus is only used when Perceiving). FIXME | ||
+ | |||
+ | The Gunnery skill has been renamed to Mounted Gunnery. | ||
+ | |||
+ | The Heavy Weapon skill has been split into specialisations: | ||
+ | * Assault Cannons | ||
+ | * Machine Guns | ||
+ | and //does not// Default To Skill (SR3.84) between them. | ||
+ | |||
+ | The Launch Weapon skill has been split into specialisations: | ||
+ | * Grenade Launchers | ||
+ | * Missile Launchers | ||
+ | * Artillery | ||
+ | |||
+ | Laser rifles use the Rifles skill rather than Laser Weapons. | ||
+ | |||
+ | The Etiquette skill has been split into specialisations: | ||
+ | * Corporate | ||
+ | * Elven | ||
+ | * Media | ||
+ | * Street | ||
+ | * Tribal | ||
+ | and //does not// Default To Skill (SR3.84) between them. They do Default to Charisma. | ||
+ | |||
+ | The Vehicle skill Car (SR3.89) has been split into: | ||
+ | * Driving Cars | ||
+ | * Driving Trucks | ||
+ | and the character can Default between these and Bike (Driving Motorcycles) skills. They //do not// Default to Reaction when //inside// the vehicle but they //do// Default to Reaction when using a Remote Control Deck. FIXME | ||
+ | |||
+ | ===== BioTech ===== | ||
+ | Standard pen-and-paper rules permit: | ||
+ | - BioTech/ | ||
+ | - magical healing //once//, which recovers a number of Boxes (SR3.194); //then:// | ||
+ | - natural recovery thereafter. | ||
+ | * " | ||
+ | * just as with any Skill test, the medic' | ||
+ | MUD implementation provides: | ||
+ | * unlimited applications of First Aid while Wounds are high enough to stay in Body Overflow (SR3.125); | ||
+ | * [[# | ||
+ | * 2 attempts to provide First Aid by a magician (8/3=2); | ||
+ | * 3 attempts to provide First Aid by an adept (10/3=3); | ||
+ | * __5__ attempts to provide First Aid by a mundane --- there is a bonus +1 for reaching Skill 12 (12/3=4 +1); | ||
+ | * retries incur a TN penalty // | ||
+ | * First Aid removes a number of Boxes of Wounds ('' | ||
+ | * magical healing with the Heal spell (the window of opportunity to cast Treat has likely elapsed before combat has finished and First Aid has been applied); | ||
+ | * First Aid (with '' | ||
+ | * First Aid (with '' | ||
+ | |||
+ | In pen-and-paper play, a medkit is Rating 3 and provides complementary dice (MM.138, SR3.97). In the MUD implementation, | ||
+ | BioTech/ | ||
+ | |||
+ | In pen-and-paper play, a Trauma Patch (SR3.305) has no Rating. In the MUD implementation, | ||
+ | |||
+ | Stimulant Patches (SR3.305, SR3.126): | ||
+ | * no longer return the damage (and more) when they wear off; | ||
+ | * are restricted to mundanes only (so no repeatedly StimPatching the captured wagemage to turn them into a burnt-out mundane: MitS.31); | ||
+ | |||
+ | Drug mechanics (MM.108) extensively overhauled. | ||
+ | |||
+ | DocWagon retrieval depends on your character owning a Modulator, wearing it, '' | ||
+ | |||
+ | The DocWagon Modulator (Platinum) at 50kY is one of the most expensive items most characters are likely to be wearing (a power Focus or weapon Focus can cost ten times as much). Being made of Electronics sets its Object Resistance high, but it is more susceptible to electricity-based attacks such as Lightning Bolt spells. When facing hostile magicians who are unlikely to kill your character outright, it can be worthwhile to stow the Platinum DWM and wear a Basic DWM so that there is still some coverage but repair costs are reduced. Characters who splurged on a Platinum Modulator within character generation find it is free to repair (due to being programatically set to worthless to prevent people from buying | ||
+ | |||
+ | ===== Combat ===== | ||
+ | In the Neophyte Guild is a mounted TriD unit. One of the broadcasts to take seriously is: //*A public safety message from Lonestar. An officer with a thick mustache (sic) and mirrored shades says deadpan to the camera, " | ||
+ | |||
+ | In standard pen-and-paper play, the Condition Monitor has a Physical and Stun Damage Track (SR3.125) with two special cases: characters have Body Overflow and vehicles have no Stun track (SR3.145). These tracks start out empty and are filled in with a number of Boxes when Wounds are dealt. Likewise, healing removes Boxes, emptying the tracks. In the MUD implementation: | ||
+ | * vehicles are displayed this way in '' | ||
+ | * characters are displayed inside-out by default: | ||
+ | * '' | ||
+ | * this probably conforms to conventions in MUDs simulating other RPGs such as D&D where one starts at full hitpoints and //loses// them during combat; | ||
+ | * '' | ||
+ | |||
+ | In standard pen-and-paper play, vision penalties are halved in mêlée. In the MUD implementation, | ||
+ | |||
+ | Weapon accessories are simplified and their exceptions streamlined: | ||
+ | * in standard pen-and-paper play, the Shock Pad (SR3.282) does not consume a mount. The MUD implementation has it consume the Barrel mount; | ||
+ | * the Foregrip (CC.34) isn't restricted to SMGs, ARs and shotguns; etc. | ||
+ | * the Bayonet (CC.32) can be fitted to weapons smaller than rifles: | ||
+ | * one-handed firearms (pistols / tasers / SMGs) have base Reach 0 (Clubs Skill); with a bayonet they have Reach 1 (Polearms Skill); | ||
+ | * two-handed firearms have base Reach 1 (Clubs Skill); with a bayonet they have Reach 2 (Polearms Skill); | ||
+ | |||
+ | In standard pen-and-paper play, vision imaging magnification scopes (SR3.282) modify the effective Range (SR3.110) to the target, and are incompatible with Smartlink. In the MUD implementation, | ||
+ | * with no scope, a shooter can '' | ||
+ | - Rating 1 scopes extend range to 2 Rooms away (the limit for SMGs); | ||
+ | - Rating 2 scopes extend range to 3 Rooms away (the limit for sports rifles, assault rifles, and miniguns); | ||
+ | - Rating 3 scopes extend range to 4 Rooms away (the limit for other heavy weapons, sniper rifles); | ||
+ | |||
+ | Shooting across each Room boundary raises TN by +2 (higher TN means more difficult). Sniper Rifles ignore the first +2 penalty (a bit like how scopes work in pen-and-paper play). (Some) sniper rifles in pen-and-paper play are knocked out of alignment if their wielder is engaged in mêlée; this is not implemented in the MUD. | ||
+ | |||
+ | This increases demand for the limited Mount slots, which increases the value of effects which can provide such benefits without consuming Mounts: | ||
+ | * [[adeptpowers|Adept Power]]: Improved Sense (Magnification) obviates the need for a top-Mounted scope; | ||
+ | * Spell: Stealth / Silence obviates the need for a barrel-Mounted silencer / suppressor, and even works for firearms that cannot accommodate mundane sound suppression; | ||
+ | * helmets, visors, shades, etc. can provide image magnification; | ||
+ | * mounting a weapon in a firmpoint or hardpoint halves its uncompensated recoil; | ||
+ | |||
+ | In pen-and-paper play, a character can fire a semi-automatic or burst-fire weapon twice in one Combat Phase (as two Simple Actions). The second time it is fired, it suffers a TN penalty detemined from the number of rounds fired total reduced by recoil compensation. In the MUD implementation, | ||
+ | |||
+ | " | ||
+ | * dwarfs do not suffer penalties for wielding equipment that hasn't been miniaturised for them (CC.98); | ||
+ | * wielding 2H mêlée weapons in one hand (at a penalty) or 1H mêlée weapons in two hands (for bonus Power) has not been implemented (CC.98); | ||
+ | * wielding 2H ranged weapons in one hand at no penalty for trolls is implemented via Troll-Modified weapons sold by an appropriate merchant (CC.99); | ||
+ | * firing Heavy Weapons without gyrostabilisation subjects the operator to a Knockdown test (CC.99) even if all recoil is fully compensated for by other means; | ||
+ | * Recoil Compensation from Strength (CC.103: maximum of 3RC) has not been implemented; | ||
+ | |||
+ | NPC corpses (organic) and remains (inorganic) are intentionally too heavy to pick up in order to prevent [[# | ||
+ | |||
+ | ===== Movement ===== | ||
+ | Special mechanic implemented to close on a mêlée target: | ||
+ | * Satyr metavariant provides a bonus; | ||
+ | * Dwarf running multiplier provides a penalty; | ||
+ | * Kid Stealth cyberlegs and hydraulic jacks provide a bonus; | ||
+ | * deployed foot anchors provide a penalty; | ||
+ | * Nature Spirits' | ||
+ | * armour and visibility provide a penalty; | ||
+ | * two successes on a Qck test are required to succeed. | ||
+ | |||
+ | Special mechanic implemented to escape mêlée to Flee. Tripping a threshold number of wound Boxes taken can automatically initiate this behaviour ('' | ||
+ | * Satyr metavariant provides a bonus; | ||
+ | * Dwarf running multiplier provides a penalty; | ||
+ | * Kid Stealth cyberlegs and hydraulic jacks //do not// provide a bonus; | ||
+ | * deployed foot anchors //do not// provide a penalty; | ||
+ | * Nature Spirits' | ||
+ | * visibility provides a penalty; | ||
+ | * one success from Qck ×1.25 is required to succeed, per capable adversary. | ||
+ | |||
+ | Your character may execute //manual// directional movement every second [[# | ||
+ | |||
+ | When Stealthing, Defaulting to Attribute on an Open Test would commonly lower the spotters' | ||
+ | |||
+ | In pen-and-paper play, the Levitate spell is typically used to fly, Superman-style, | ||
+ | |||
+ | When being driven by a vehicle' | ||
+ | |||
+ | There are several automated transits which wormhole occupants from location to location: | ||
+ | * taxis ('' | ||
+ | * monorail (north of the Neophyte guild) / MAX train (Portland); | ||
+ | * Hellhound coach ('' | ||
+ | * cargo and passenger aeroplanes ([[gridguidelist|-17650, | ||
+ | * ferry (Caribbean); | ||
+ | |||
+ | Taxis can drive you to locations which AutoNav refuses to (eg Redmond, Tarislar) for a premium surcharge. Non-taxi transits are free (generally) and require minimal to no interaction in order to get you to locations that variously: | ||
+ | * you could drive to (eg the monorail); | ||
+ | * it would be inconvenient to drive to (eg Portland) without a special item; | ||
+ | * it would be impossible to drive to (eg Caribbean) without special vehicles; | ||
+ | All they need is for you to: | ||
+ | - pay attention to the prompts announcing the arrival of the transit: | ||
+ | - check '' | ||
+ | - use that Door; | ||
+ | - pay attention to announcements... | ||
+ | |||
+ | Often, '' | ||
+ | |||
+ | Certain transits which shuttle exclusively between exactly two terminals now disgorge all passengers automatically upon arrival. | ||
+ | |||
+ | ===== Decking ===== | ||
+ | In pen-and-paper play, unauthorised access to a credstick' | ||
+ | |||
+ | Pen-and-paper character generation restricts gear purchases to Rating 6 and Availability 8 (SR3.270). The CMT Avatar has Availability 6 (SR3.304) so that's fine, but it has a Deck Rating of 7 (SR3.207) and so is not available during character generation. Cyberdecks' | ||
+ | |||
+ | The Evaluate utility is used when locating worthwhile paydata (Mat.70). The rating of this utility degrades over time to represent the fast pace of SotA. You can program a new Evaluate utility up to the rating of your Data Brokerage skill rating. You can program your new Evaluate utility using a Computers ActiveSoft, Program Design KnowSoft, and Data Brokerage KnowSoft. Even when software chips write software chips like this, the Data Brokerage skillsoft, etc. //does not// degrade over time to represent the fast pace of SotA. | ||
+ | |||
+ | Many hosts have no obvious exits, thanks to Universal Matrix Standards being deprecated (SR3.200). If you cannot '' | ||
+ | |||
+ | In pen-and-paper play: | ||
+ | * SANs are " | ||
+ | * when a SAN is encrypted, you must decrypt it before you can pass through; | ||
+ | * when a host's subsystem is encrypted, various things can happen, but you need to decrypt it to use log in/out (access), r/w files (files), or control things (slave). Notably, encryption of files/slave probably shouldn' | ||
+ | * trapdoors are //direct// connections (through a subsystem) to a target host. | ||
+ | In the MUD implementation: | ||
+ | * SANs are exits; | ||
+ | * SANs (exits) themselves //cannot// be encrypted; | ||
+ | * when a host's subsystem is encrypted, you must decrypt it. In the case of encrypted access on a remote host, you can decrypt the //exit// to do a Decrypt Access test on the //target//. Notably, you aren't actually decrypting the SAN. You're walking through it and decrypting what's on the other side; | ||
+ | * trapdoors are not coded as exits. You don't pass through a SAN when using a trapdoor. However, this also means there' | ||
+ | |||
+ | ^ Architecture ^ Room 1 ^ Door 1 ^ hallway ^ Door 2 ^ Room 2 ^ | ||
+ | ^ Locking | | Encrypted Access | | Encrypted Subsystems | | | ||
+ | ^ Unlocking | | Decrypt SAN ostensibly | | Decrypt SAN actually | | | ||
+ | ^ Trapdoor | | | | burn it down | | | ||
+ | |||
+ | The Hacking Pool (SR3.207) is displayed ('' | ||
+ | |||
+ | The Hacking Pool absorbs the Task Pool in pen-and-paper play (Mat.26) but in the MUD implementation, | ||
+ | |||
+ | In pen-and-paper play, the Matrix can be accessed using different systems: | ||
+ | * public DataTerms (SSG.121) like payphones or ATMs; those in A or AA zones provide Cyber__Terminals__; | ||
+ | * home TeleCom (SSG.118) hosts home automation; it includes a Matrix jackpoint, mouse, keyboard, VR gloves; | ||
+ | * Cyber__Terminal__ (SR3.207) or " | ||
+ | * MPCP is capped at 4; | ||
+ | * Persona Programs = Bod and Sensor; | ||
+ | * no Response Increase; | ||
+ | * programmes' | ||
+ | * cost 10% of a Cyber__Deck__ of equivalent Rating; | ||
+ | * user cannot be hurt by Black IC (SR3.230) or Dumpshock (SR3.227); | ||
+ | * Cyber__Deck__ (SR3.206): | ||
+ | * a Legality Code of 4P-S (SR3.303) | ||
+ | * Persona Programs = Bod, Evasion (Legality 3P-S), Masking (Legality 2-S) and Sensor (Mat.21); | ||
+ | * Masking is the prime element used to distinguish a Cyber__Deck__ from a Cyber__Terminal__ (Mat.21); | ||
+ | |||
+ | A Cyber__Terminal__ is cheap, legal and quite moddable. A Cyber__Deck__ is just a Cyber__Terminal__ with two illegal Persona Programs: | ||
+ | * A Cyber__Terminal__ only has Bod and Sensor Persona Programs (Mat.56); | ||
+ | * A Cyber__Deck__ follows the same rules as a Cyber__Terminal__ except that it has four Persona Programs. Cyber__Deck__s are considered illegal //because of// the Evasion and Masking Programs (Mat.56); | ||
+ | * A decker could purchase a legal Cyber__Terminal__ and add Evasion and Masking to the machine to turn it into a Cyber__Deck__ (Mat.56); | ||
+ | * Note that the Cyber__Deck__ commonly used by deckers is merely a souped-up Cyber__Terminal__. For clarity and ease of use, ' | ||
+ | * Whether you are building an entire unit or upgrading a single part, the same rules apply (Mat.56, 52); | ||
+ | * A legally sold MPCP has a rating limit of 4. The MPCP can be modified after the sale (Mat.56); | ||
+ | * If a character replaces a Cyber__Terminal__' | ||
+ | * The user can choose to put in a cold ASIST interface or a hot ASIST interface. The hot interface can run cold (Mat.56); | ||
+ | * The majority of Cyber__Terminal__s and some Cyber__Deck__s are equipped with the standard ASIST interface (also called cold ASIST). (Mat.18); | ||
+ | so it would be feasible for a home hacker to: | ||
+ | - purchase a legal, stock, MPCP 3 Cyber__Terminal__ for 7,500Y (Mat.167, SR3.207 ÷ 10); | ||
+ | - modify its MPCP to rating 6 for 1260Y; | ||
+ | - replace its ASIST with a hot interface for 2150Y; | ||
+ | - install Evasion and Masking (Bod/Sensor begin at 5/4) for 1260Y each; | ||
+ | - to turn it into a fully functional Cyber__Deck__ for roughly 15kY; | ||
+ | - most importantly, | ||
+ | |||
+ | The MUD implementation includes a decker' | ||
+ | < | ||
+ | Probably the oldest still-running hacker magazine in existence, and still | ||
+ | after all these years, the biggest joke of the actual hacker community. | ||
+ | this magazine it discusses modifying commercial cyberterminals to become full | ||
+ | cyberdecks. | ||
+ | grade school drek for anyone who is actually slicing ice. | ||
+ | </ | ||
+ | |||
+ | Although //Matrix// states that stock Cyber__Terminal__s can follow this upgrade pathway and that Cyber__Deck__s use the same rules, it doesn' | ||
+ | * which stock Cyber__Deck__s ship with hot or cold ASIST --- and so therefore it has been assumed they all ship with //cold//, just like most Cyber__Terminal__s do; | ||
+ | * whether stock Cyber__Deck__s can be modded, customised and upgraded just like Cyber__Terminal__s can --- and so therefore it has been assumed that they //cannot//; | ||
+ | |||
+ | Consequently, | ||
+ | * cannot go hot ASIST; | ||
+ | * cannot be upgraded with hot ASIST; and therefore | ||
+ | * cannot use Hacking Pool (Mat.18); | ||
+ | |||
+ | If you want to deck with hot ASIST and the Hacking Pool, you need to construct your own Cyber__Deck__ from scratch and build hot ASIST into it from the start. The usecase pathway for doing so //is// implemented in the MUD. | ||
+ | |||
+ | Nevertheless, | ||
+ | |||
+ | Hot ASIST is generically illegal, but Masking (at 2-S) is the most illegal possible. Therefore if you flash your cyberdeck around guards, they will aggress. Even if you built your deck yourself, and it's a one-of-a-kind designed to look like a shoebox full of rainbow string, or a minidisc recorder, the moment that object is exposed, guards smell its Masking firmware and are overcome with bloodlust. Promotional material for the FoxFire ' | ||
+ | |||
+ | The MPs consumed by Utilities scale // | ||
+ | |||
+ | The Sensor Persona Program is used for noticing IC spawn and sets the TN for their manoeuvres against you. The Evasion Persona Program is used for using manoeuvres and hiding from Trace IC (the MUD doesn' | ||
+ | |||
+ | ===== Magic ===== | ||
+ | ==== Background Count ==== | ||
+ | Violent death raises the BGC within a Room. For example, if '' | ||
+ | * "The mana here refuses to heed your call" means the room is flagged NOMAGIC. This flag is most commonly placed in social areas and occassionally to protect Johnsons from magical abuse. This should not be seen in any room with killable mobs (and if it is, that's a bug that should be reported). | ||
+ | * "The tainted mana here resists your control" | ||
+ | * "You fail to bind the mana to your will" means you rolled zero successes on your spell. | ||
+ | |||
+ | In pen-and-paper play, the [[metamagics|metamagic]] " | ||
+ | * temporary BGC caused by circumstances; | ||
+ | * permanent BGC encoded into the Room; | ||
+ | |||
+ | ==== Sorcery ==== | ||
+ | In the MUD implementation: | ||
+ | * Spell targets must be in the same room as the caster; | ||
+ | * When not in initiative passes, there' | ||
+ | * The act of casting a spell does not itself cause initiative to be rolled; | ||
+ | * NPCs can be debuffed (eg. merchants can be subject to Decrease Intelligence to improve the player' | ||
+ | * all NPCs from cyberzombies to Force 12 free spirits have 6 Essence so don't be afraid to try Decrease Attribute; | ||
+ | * debuffing a character with // | ||
+ | * Physical Drain (eg from overcasting) //can// be healed with Treat/Heal (//Physical damage caused by Drain cannot be healed using Magic//: SR3.162); | ||
+ | * Levitating (or otherwise ungrounded targets) gain no benefit against Lightning (discretionary: | ||
+ | |||
+ | In pen-and-paper play, learning spells (SR3.180) "costs Good Karma equal to the desired Force" with no discount for upgrading from a lower known Force. In the MUD implementation, | ||
+ | |||
+ | In the MUD when casting spells: | ||
+ | * #successes is capped at 1 or Force (many spells describe a maximum number of // | ||
+ | * normally this would trivialise '' | ||
+ | * whenever non-Drain damage is taken, every spell being Sustained through effort rather than via Focus or Elemental makes a Sorcery (Force + Damage Power) test and is cancelled outright if no successes are scored; | ||
+ | |||
+ | Low Force is often advantageous: | ||
+ | * when facing penalties from Wounds, Background Count (MitS.84), etc. low Force is still safe to cast and still effective; | ||
+ | * the Astral Chameleon Edge makes the astral signatures (SR3.172) of low Force spells much harder for forensics to trace, and prevents F1 spells from leaving a signature entirely (SRC.28); | ||
+ | * real-time noticing Magic (SR3.162) is more likely the higher the Force involved and many runs mandate covert operations; | ||
+ | * for example, someone could cast Stunbolt Force 1 Light damage against an average target with Will 3. Putting 6 Sorcery dice into it and 6 Spell Pool dice, they might get 8 successes. This would stage up the damage four times (only three of which are effective). The target easily gets 3 successes on their resistance test because it's F1, leaving 5 net successes remaining. Therefore, they take Serious Stun from the spell. Force 1 spells are not ineffective! | ||
+ | * Levitation and Increase Reflexes +3 (SR3.194) are also both highly capable at Force 1; | ||
+ | |||
+ | In standard pen-and-paper play, Illusions such as Invisibility have a boolean result: either the observer determines the illusion is not real or they are fully affected (SR3.195). Ultrasound Vision (MM.18) is subject to both Mana and Physical non-visual illusion if it is implanted in cybereyes (//paid for with Essence//) but not if worn as equipment such as goggles (SR3.282). Thermosense Organ is explicitly non-visual and therefore immune to Invisibility (MM.75, 79). Typically: | ||
+ | * Invisibility (Mana) is cast at Force 1: | ||
+ | * all Sorcery and Spell Pool are allocated to casting since Willpower is ample to stage 2M(S) drain; | ||
+ | * the spellcast gets ~6+ successes; | ||
+ | * adversaries haven' | ||
+ | * Improved Invisibility (Physical) is cast at Force 5+: | ||
+ | * Force 4 is sufficient to // | ||
+ | * 3M(S) Drain is pretty easy to stage (especially with a Trauma Damper) so //living// observers get to make an Int(5) test and can defeat the illusion if they get ~6+ successes; | ||
+ | * if they don't fully resist the spell, it affects them convincingly; | ||
+ | * both can be stacked with the Concealment power and a Stealth test; | ||
+ | |||
+ | However, the MUD implementation has degrees of success: | ||
+ | * #successes is capped at the Force of the spell (backported from SR4a.183) making low Force ineffectual for Sustained Illusions (Invisibility, | ||
+ | * “the Thermosense Organ gives the user functional Thermographic Vision” (Bicson Biomedical); | ||
+ | * TN is raised by the Force of a spirit providing Concealment power (if any); | ||
+ | * an observer who defeats the Illusion can (and probably will) attack the stealth unit without penalty; | ||
+ | * they will also alert nearby NPCs to attack you (with penalties... the others still can't directly see you); | ||
+ | * otherwise if the illusion holds up: | ||
+ | * Ultrasound vision limits to +4 (half Blind Fire) the penalty for interacting with an unseen unit affected by (Physical) Improved Invisibility; | ||
+ | * Ultrasound vision limits to +2 the penalty for interacting with an unseen unit affected by Ruthenium Polymer (MM.114); | ||
+ | * Thermovision limits to +2 the penalty for interacting with an unseen unit (successfully) affected by (Mana) Invisibility or Ruthenium Polymer; | ||
+ | * being Mundane limits to +2 the penalty for interacting with an unseen NPC unit; | ||
+ | * even if the opponent does not defeat your spell, they may become (Alarmed) by your torch-beam; | ||
+ | |||
+ | | TN penalties by vision mode ^ Ultrasound Vision ^ Thermovision ^ Mundane PC ^ | ||
+ | ^ Invisibility (M) | 0 | +2 | +2 | | ||
+ | ^ Improved Invisibility (P) | +4 | +8 | ::: | | ||
+ | ^ Ruthenium | +2 | +2 | ::: | | ||
+ | |||
+ | NPCs may //wear// a focus, but they don't actually activate and benefit from it. As compensation for this, they do not suffer a TN +2 Concentration penalty for Sustaining spells. As a consequence of this, they will often cast Ignite early in a combat and Sustain it (for free) until it becomes Permanent, while getting on with casting other spells throughout ongoing combat - a tactic that would be ill-advised in common pen-and-paper play. All NPC spellcasters have a menu of spells they draw from while in combat and their spontaneous selection can be luckily effective or laughably inappropriate. | ||
+ | |||
+ | Ritual Sorcery (MitS.34) extensively overhauled. The MUD implementation: | ||
+ | * does not involve a Ritual team; | ||
+ | * does not target a remote location; | ||
+ | * is instantaneous rather than taking hours per stage; | ||
+ | * costs raw Nuyen; | ||
+ | * casts a spell with automatically maximised #successes in a single cast; | ||
+ | * still must be performed within a Circle or Lodge; | ||
+ | so it is therefore useful for buffing prior to venturing out into dystopia, especially for buff spells with implausibly difficult TNs (for example, Increase Attribute). | ||
+ | |||
+ | Pen-and-paper play would typically encounter Wards (SR3.174) that would strip characters of all buffs whenever they enter or exit a corp's premises, but these are not present in the MUD implementation. | ||
+ | |||
+ | In pen-and-paper play, Spell Defence (SR3.183) consumes a Free Action every 3 seconds to maintain. There, it will lapse if someone is unconscious or too busy to dedicate a Free Action to it. In the MUD implementation, | ||
+ | |||
+ | In pen-and-paper play, a spellcaster may cast simultaneously a number of spells using one Complex Action equal to their Sorcery skill. So a magician could cast four Stunbolts, or they could cast Invisibility and Armour, etc. This is not implemented in the MUD. | ||
+ | |||
+ | ==== Conjuring ==== | ||
+ | Nature Spirits' | ||
+ | |||
+ | Nature Spirits' | ||
+ | |||
+ | Officially, a spirit must assume physical form before it can engage any Physical powers (SR3.262) but Materialisation (SR3.264) itself is a Physical power. House-ruling this reachability gaffe is common. | ||
+ | |||
+ | NPCs do not summon spirits. Spirits you encounter are scripted to spawn by the Room, just like every other NPC. Regardless of Force, they have 6 Essence, just like every other NPC. In pen-and-paper play, a Disrupted Spirit cannot return to the Physical plane for 28-F days (SR3.176) but the MUD does not implement this timeout. | ||
+ | |||
+ | In pen-and-paper play, a shaman Summoning gets their [[totems|Totem bonuses]] applied to the Conjuring roll (SR3.186) //and also// to the Drain roll (SR3.188) since there is no equivalent of Spell Pool for Conjuring (SR3.44). In the MUD implementation, | ||
+ | |||
+ | In pen-and-paper play, summoning a number of spirits equal to Charisma and then lowering Charisma (by unsustaining a spell, by sustaining a spell, by drug withdrawal, etc.) results in the excess spirit(s) going Free. In the MUD implementation, | ||
+ | |||
+ | ==== Lodges and Libraries ==== | ||
+ | In pen-and-paper play: | ||
+ | * a Lodge occupies 3m × 3m (SR3.166) and: | ||
+ | * can be built within a Low lifestyle room (SSG.132) provided it counts as being the Mentor Totem' | ||
+ | * can be of arbitrarily high Rating provided the shaman can Talismong the materials or hit the Availability and spend Force × days; | ||
+ | * is built of reusable Materials (bones, quartz stones, tanned hides, etc.); | ||
+ | * can be upgraded in-place; | ||
+ | * a Hermetic circle has a diameter of its Rating metres (SR3.167) and: | ||
+ | * a Rating 2 can be built within a Low lifestyle room (SSG.132); | ||
+ | * a Rating 4 can be built within a Middle lifestyle room; | ||
+ | * a Rating 6 can be built within a High lifestyle room; | ||
+ | * costs the (negligible, | ||
+ | |||
+ | In the MUD implementation: | ||
+ | * mages can share a Sorcery / Conjuring Library that has been dropped on the ground; | ||
+ | * shamans //cannot// share a Lodge FIXME (eg for Spell Design, learning spells, etc.): | ||
+ | * even with another PC shaman who follows the same Mentor Totem; | ||
+ | * there are permanent NPC Lodges on Council Island dedicated to specific Mentor Totems however player characters who are Shamans of those Totems cannot benefit from them either; | ||
+ | * the rating of shamanic Lodge construction is artificially capped at the shaman' | ||
+ | * this prevents shamans from being able to learn spells of a Force greater than their Magic (ie spells which would cause Physical Drain) //from a spell formula// (eg a high Force formula designed by a friend); | ||
+ | * shamans can still learn spells of a Force far greater than their Magic (eg Force 6 and Magic 1) from an NPC trainer; | ||
+ | * build in a room flagged (Apartment) or (Garage) which you lease and have a private key for: | ||
+ | * this protects them from dissolving during a server restart / copyover and from anyone damaging them ('' | ||
+ | * the (Apartment) or (Garage) does not need to adhere to the Mentor Totem' | ||
+ | * Lodges must be destroyed and recreated at full cost to change their rating; | ||
+ | |||
+ | ==== Focus activation ==== | ||
+ | Pen-and-paper play would support a magician activating one Power Focus and assigning its dice to Spell Defence; then activating another one and assigning its dice to Drain; then activating another one and assigning its dice to Spellcasting; | ||
+ | |||
+ | An active Power Focus remains active through a logout and relogin to the MUD. A Sustaining Focus deactivates when logging out. A Weapon Focus remains active while wielded. | ||
+ | |||
+ | An active Power Focus remains worn when a magician astrally projects (with its Force applying as an augmented bonus to the Magic attribute and adding dice to the Spell Pool). | ||
+ | |||
+ | In pen-and-paper play, a Sustaining Focus must remain in contact with the //target// of the spell (SR3.190). Due to the terminology specified for ' | ||
+ | * for a Detection spell like Enhance Aim, that means you plant the focus on the victim you're trying to shoot; | ||
+ | * for Illusion spells like Invisibility, | ||
+ | * for certain spells like Levitation, there //is no target// of the spell so it cannot be sustained via a focus; | ||
+ | The MUD implementation ignores the problematic official Sustaining focus exception and treats it just like every other focus; it must remain in contact with its bonded owner. | ||
+ | |||
+ | The MUD implementation considers a focus which is bonded to an Increase Attribute health spell to be effectively bonded to //every// Increase Attribute spell. So a character could use the same focus to sustain Increase Quickness or Increase Intelligence (not at the same time) without needing to pay Karam to rebond it. | ||
+ | |||
+ | ==== Initiation and Power Points ==== | ||
+ | Pen-and-paper play would support an adept or magician Initiating whenever they have adequate Good Karma (reduced by Ordeals, Groups, and Neopaganism -- all not implemented) to do so. Adepts also have the option to purchase a Power Point for a flat cost of 20 Good Karma (SR3.168) although "the power point for Karma rule was specifically included for players who do not use the advanced magic (initiation) rules. It is recommended that this rule be ignored if the initation ([[https:// | ||
+ | |||
+ | In the MUD implementation, | ||
+ | ^ TKE ^ Initiate ^ AddPoint ^ | ||
+ | | 0 | 1 | 1 | | ||
+ | | 50 | | 2 | | ||
+ | | 100 | 2 | 3 | | ||
+ | | 150 | | 4 | | ||
+ | | 200 | 3 | 5 | | ||
+ | | then | every 200 TKE | every 50 TKE | | ||
+ | | cost | (new Grade +5) ×3 | 20 | | ||
+ | |||
+ | The MUD implementation limits magicians and adepts to 50 Initiations (which is well into Immortal Elf and Great Dragon territory) and 26 Magic reduced by augmentations (ie augmenting down to Magic 1 then Initiating 25 times results in Magic 20). | ||
+ | |||
+ | In pen-and-paper play, many [[adeptpowers|Adept Powers]] are always-on, some are temporary (eg Attribute Boost) and some are triggered (eg Suspended State). Adepts within a Mana Warp (MitS.85) " | ||
+ | |||
+ | In pen-and-paper play, "when an adept loses Magic, he chooses which powers are lost" ([[https:// | ||
+ | |||
+ | To gain [[metamagics|Metamagic techniques]]: | ||
+ | - pay to Initiate and choose a technique; | ||
+ | - locate an NPC who //looks willing to help you train in metamagic techniques. Use the TRAIN command to begin.// | ||
+ | - pay again to learn the technique; | ||
+ | |||
+ | Adept trainers in the MUD can also teach manoeuvres such as "Kip Up" (CC.91) for Good Karma. Even the NPC in the character generation wizard offers it, even though the character has no Good Karma then. FIXME | ||
+ | |||
+ | ===== Development ===== | ||
+ | Character generation restricts Attributes, Skills and equipment to Rating 6 and Availability 8 (SR3.270) so that there is plenty of headroom to expand into within play. Training rules (SR3.245, SRC.48) are Optional and consume considerable downtime. The MUD implementation for character development is: | ||
+ | * Attributes: | ||
+ | * 1 +meta during character generation | ||
+ | * 2 Good Karma × new rating thereafter | ||
+ | * 1kY × new rating thereafter | ||
+ | * Skills: | ||
+ | * 1kY for rating 1 | ||
+ | * 5kY × current rating thereafter | ||
+ | * Initiation ('' | ||
+ | - 50kY | ||
+ | - 75kY | ||
+ | - 125kY | ||
+ | - 225kY | ||
+ | - 425kY | ||
+ | - 825kY | ||
+ | |||
+ | All three of these character development steps are instantaneous. | ||
+ | |||
+ | Often in long-running pen-and-paper play, Attributes will be awarded a higher Priority than Skills because dumping Attributes effectively halves Skill Points linked to them (bypassed by Skillsofts). In the MUD implementation: | ||
+ | |||
+ | Certain roleplay games (eg: Dungeons and Dragons, World of Darkness, Cyberpunk 2020) employ a dice mechanic which rolls Attribute + Skill. Other roleplay games (eg: Call of Cthulhu, Fudge) employ a dice mechanic which rolls only Skill. Shadowrun uses the latter system. Your Attributes have //no direct// influence on your probability of success; they mostly improve the economy of long-term development. When making a Skill test: | ||
+ | * if the character has that Skill, roll it + full Pool (if available) against the TN; | ||
+ | * otherwise, roll the Linked Attribute (no Pool may be used) against the TN +4 ('' | ||
+ | |||
+ | Some tests simply roll an Attribute without a Defaulting penalty (eg Perception tests simply roll Intelligence - there is no Skill to Default from). | ||
+ | |||
+ | If one completes character generation with Charisma 1 and Etiquette 4, developing Etiquette to 5 and 6 will be much more expensive than if one had Charisma 6. However, probably not //as expensive// as raising Charisma from 1 to 6 //and// raising Etiquette to 6. If one planned to raise multiple Charisma-linked skills, then raising Charisma first would pay off. | ||
+ | |||
+ | In pen-and-paper play, the Flaw: Day Job (SRC.26) provides passive income of 5kY per game month. In the MUD implementation, | ||
+ | |||
+ | ===== Rigging ===== | ||
+ | Rigging is performed by any character with a VC__Rig__ implanted (SR3.130). Driving via datajack and virtual dashboard (SR3.134) is not Rigging FIXME the same way that plugging your datajack into your washing machine isn't Decking. You need a VCRig to Rig and you need a Cyberdeck to Deck. | ||
+ | |||
+ | In pen-and-paper play, the Car skill is used to drive wheeled/ | ||
+ | |||
+ | In the MUD implementation, | ||
+ | |||
+ | A Rigger can: | ||
+ | * '' | ||
+ | * '' | ||
+ | This is inconsistent. FIXME | ||
+ | |||
+ | GridGuide is built //into the roads// and AutoNav is built //into the cars//. In the MUD implementation, | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | - '' | ||
+ | |||
+ | Upgrading uses the appropriate Build & Repair vehicle Skill. The MUD implementation does not penalise retries, so //providing the base TN is lower than 8//, Defaulting to Intelligence is sufficient; putting ranks into the B&R Skill is unnecessary. If the base TN is 8 or higher, a couple of ranks is adequate (ideally via Activesoft, so that you can unjack it if you want to Default in the future). | ||
+ | |||
+ | Riggers can mêlée adversaries with the '' | ||
+ | |||
+ | In the MUD implementation, | ||
+ | |||
+ | In pen-and-paper play, the Mechanical Arm (R3.152, 66, 24) can be used by a drone/ | ||
+ | |||
+ | ---- | ||
+ | ====== PRuns and NERPS ====== | ||
+ | When participating in [[roleplaying_run_faq|GM-hosted PRuns]] at the NERPopolis, a character has access to many more of the pen-and-paper features than function in the automated MUD: | ||
+ | * Contacts (SR3.61, 253); | ||
+ | * Edges and Flaws (SRC.15); | ||
+ | * Knowledge skills (SR3.58, 89); | ||
+ | |||
+ | There are House Rules specific to this niche context. | ||
+ | |||
+ | ===== Meta ===== | ||
+ | * Albinism does not increase Willpower Attribute (SRC.37). | ||
+ | |||
+ | ===== Edges and Flaws ===== | ||
+ | The following are unavailable: | ||
+ | * Ambidexterity (CC.96); | ||
+ | * Bonus Attribute; | ||
+ | * Exceptional Attribute; | ||
+ | * High Pain Tolerance; | ||
+ | * Lightning Reflexes; | ||
+ | |||
+ | The following have custom implementation: | ||
+ | * Daredevil (3 points): 3 free automatic successes per PRun | ||
+ | ===== Archetypes ===== | ||
+ | The following are available: | ||
+ | * Magicians: | ||
+ | * Area of Effect Combat and Elemental Manipulation spells; | ||
+ | * everyone: | ||
+ | * Area of Effect items (eg grenades); | ||
+ | |||
+ | The following are unavailable: | ||
+ | * Physical Adepts: | ||
+ | * Improved Ability; | ||
+ | * Magicians: | ||
+ | * Quickening Metamagic on Armour or Increase Attribute spells; | ||
+ | * Quickening Metamagic on spells higher than Force 4; | ||
+ | * NERPS foci of Forces higher than coded MUD provision; | ||
+ | |||
+ | ==== Centring ==== | ||
+ | In pen-and-paper play, adepts can learn the Centring Metamagic multiple times (MitS.73), applying it to an increasing breadth of Skill Groups. The MUD implementation blocks reselection of the Centring option during Initiation if it has previously been selected in Initiation more often than it has been bestowed by a Metamagic trainer. Since Centring is NERP, this makes no difference in MUD-play, but for PRuns alert your GM that you ought to have access to (up to) Initiate Grade picks from the following menu: | ||
+ | * Athletics and Stealth (mandatory) | ||
+ | * all B&R skills | ||
+ | * all Melee Combat skills including Sorcery | ||
+ | * all Ranged Combat skills | ||
+ | * all Knowledge skills | ||
+ | * all Language skills | ||
+ | * all Social skills | ||
+ | * all Technical skills | ||
+ | * all Vehicle skills | ||
+ | * one NERP skill chosen individually | ||
+ | For more on Centring, see MitS.30, 72 for the Magical Skill and MitS.73 for the MMT. To learn Centring in the MUD: | ||
+ | - HAIL a taxi and ENTER it; | ||
+ | - SAY nerp and LEAVE it; | ||
+ | - PUSH BUTTON to teleport to a ship named "El Sombrero" | ||
+ | - Up; North; North. From here: | ||
+ | * to train Centring MMT go West; North and pay 70,000Y | ||
+ | * to train Centring Skill go East; Down and pay 1 Good Karma + 1000Y as normal | ||
+ | * to train Creative Skill go East; Noreast and pay 1 Good Karma + 1000Y as normal | ||
+ | |||
+ | ===== Substances and pathogens ===== | ||
+ | The following are unavailable: | ||
+ | * Ebola+ (SotA63.30) | ||
+ | * FAB (MitS.90) | ||
+ | * Laes (MM.120) | ||
+ | * VITAS (SR3.25, 251) | ||
+ | |||
+ | |||
+ | ---- | ||
+ | ====== Bugs ====== | ||
+ | The following potential gotchas might surprise players until they are addressed: | ||
+ | |||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * < | ||
+ | * [[https:// | ||
+ | * < | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | |||
+ | The project source is hosted on [[https:// | ||
+ | * the //engine// is the latest live version; | ||
+ | * the //world// data are a stale old version; | ||
+ | * the latest live world data are not distributed; | ||
+ | |||
+ | The project binary is hosted on '' | ||
+ | * port 4000 if you like a lot of chat on radio, OOC and newbie channels; | ||
+ | * port 4001 if you like '' | ||
+ | |||