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houserules [2025/03/06 09:10] – [Equipment] guanluhouserules [2025/05/01 10:17] (current) – [Skill caps] Awakened do have any skill caps on languages. bishi
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 ==== Astral Projection ==== ==== 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 (''HELP PROJECT'').+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 RL 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 (''HELP PROJECT'').
  
 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 2, the system will warn you that "Your link to your physical form grows tenuous."
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 ==== PvP ==== ==== PvP ====
-PvP is optional"This flag cannot be removed once it has been toggled on" (''HELP PK'').+PvP is no longer available outside of designated Arena rooms. (The PK helpfile is depreciated.)
  
 Some players are trolls (not the meta!) and have used Area of Effect (AoE) attacks antisocially. Therefore AoE attacks are disabled, including: Some players are trolls (not the meta!) and have used Area of Effect (AoE) attacks antisocially. Therefore AoE attacks are disabled, including:
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 Attributes experience diminishing returns beyond 20 (!); above this threshold, only every second increase counts mechanically. 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; such implantation surgery is blocked. Magic Loss caused by augmentation cannot be mitigated via gaesa (MitS.31). You //can// still chargen a Burnout though: +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, Implant surgery will be blocked. Gaesinstead of locking up magic, simply do massive physical damage instead.
-  - assign Priority A and B to Magic and Resourceseither 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 ''STATUS'', and wait: +
-<code>You are at risk of geas from using too many points of foci! You're using 3, and need to reduce to 2. +
-You feel some of your magic becoming locked in a rune ring! Quicktake 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.</code> +
- +
-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 ====
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 === Magic Priority A === === Magic Priority A ===
 Magic is assigned to Priority A by Magicians (ie Mages and Shamans) <del>and Mystic Adepts (not implemented)</del>. Their skills are capped to: Magic is assigned to Priority A by Magicians (ie Mages and Shamans) <del>and Mystic Adepts (not implemented)</del>. Their skills are capped to:
-  * Rank 12: magical skills+  * Rank 12: magical skillsNegotiationLanguages
-  * Rank 12: Negotiation+
-  * Rank 10: Languages;+
   * Rank 8: all other skills.   * Rank 8: all other skills.
  
 === Magic Priority B === === Magic Priority B ===
 Magic is assigned to Priority B by Adepts (ie Physical Adepts and Aspected Conjurers, Sorcerers, Shamanists). Their skills are capped to: 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 12: Negotiation, Languages
   * Rank 10: all other skills;   * Rank 10: all other skills;
 Nonetheless, even if Improved Ability (SR3.169) is not implemented, there are other ways to raise dice above 10 (weapon Focus, Enhanced Articulation, Reflex Recorder and ([[#skillsofts|non-Task]]) Pools). Nonetheless, even if Improved Ability (SR3.169) is not implemented, there are other ways to raise dice above 10 (weapon Focus, Enhanced Articulation, Reflex Recorder and ([[#skillsofts|non-Task]]) Pools).
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  has been damaged  has been damaged
  has been destroyed  has been destroyed
- would have been damaged, but was shielded by your newbiestatus!+ 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</code> (OOC message: Be careful with these enemies; your deck would have taken permanent damage</code>
 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: 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:
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 When this happens, you can: When this happens, you can:
   * ''JUNK'' items you know are useless;   * ''JUNK'' items you know are useless;
-  * <del>''DONATE'' items you think might help newbies (restrictions apply --- see ''PROBE'' for details);</del> 
   * ''DROP'' items that are heavy / low priority and come back for them later (items left in corpses will be despawned by The Coroner after a timeout but items left on the ground will remain unless/until another player loots them or the server restarts);   * ''DROP'' items that are heavy / low priority and come back for them later (items left in corpses will be despawned by The Coroner after a timeout but items left on the ground will remain unless/until another player loots them or the server restarts);
  
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     * NERPS foci of Forces higher than coded MUD provision;     * NERPS foci of Forces higher than coded MUD provision;
  
-==== Centring ==== +==== Centering ==== 
-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:+In pen-and-paper play, adepts can learn the Centering Metamagic multiple times (MitS.73), applying it to an increasing breadth of Skill Groups. The MUD implementation blocks reselection of the Centering option during Initiation if it has previously been selected in Initiation more often than it has been bestowed by a Metamagic trainer. Since Centering 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)   * Athletics and Stealth (mandatory)
   * all B&R skills   * all B&R skills
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   * all Vehicle skills   * all Vehicle skills
   * one NERP skill chosen individually   * 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:+For more on Centering, see MitS.30, 72 for the Magical Skill and MitS.73 for the MMT. To learn Centering in the MUD:
   - HAIL a taxi and ENTER it;   - HAIL a taxi and ENTER it;
   - SAY nerp and LEAVE it;   - SAY nerp and LEAVE it;
   - PUSH BUTTON to teleport to a ship named "El Sombrero" (meaning a parasol-like shade-hat);   - PUSH BUTTON to teleport to a ship named "El Sombrero" (meaning a parasol-like shade-hat);
   - Up; North; North. From here:   - Up; North; North. From here:
-    * to train Centring MMT go West; North and pay 70,000Y +    * to train Centering 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 Centering 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     * to train Creative Skill go East; Noreast and pay 1 Good Karma + 1000Y as normal
  
houserules.1741281040.txt.gz · Last modified: by guanlu