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houserules [2025/05/01 09:46] – [Astral Projection] astral projections don't work mudhours anymore. bishihouserules [2025/12/31 11:36] (current) – [Spirits] guanlu
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 ==== Lifestyle and Purchases ==== ==== Lifestyle and Purchases ====
   * Lifestyles cannot be purchased outright for 100 months' rent (SR3.241);   * Lifestyles cannot be purchased outright for 100 months' rent (SR3.241);
-  * vehicles containing Living Amenities (mobile homes / "RV"s: R3.119, SSG.136) can be purchased within character generation or during play and the character may 'live' within, indefinitely, without further cost;+  * vehicles containing Living Amenities (mobile homes / "RV"s: R3.119, SSG.136) can be purchased within character generation or during play and the character may 'live' within, indefinitely, without further cost, this does not confer a Lifestyle;
   * Lifestyles may be leased (''HELP LEASE'') in blocks of 30 //real life// days;   * Lifestyles may be leased (''HELP LEASE'') in blocks of 30 //real life// days;
     * Lifestyles may be shared (''HELP HOUSE'', ''HELP RETRIEVE'') with guests, but splitting rent is the leaseholder's responsibility;     * Lifestyles may be shared (''HELP HOUSE'', ''HELP RETRIEVE'') with guests, but splitting rent is the leaseholder's responsibility;
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   * 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);   * 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.   * 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 (''HELP DOMAIN'', ''HELP TOTEMS'', ''HELP SPIRITS'', ''HELP ORDER''.)+(''HELP DOMAIN'', ''HELP TOTEMS'', ''HELP SPIRITS'', ''HELP ORDER''.)
  
 ==== Astral Projection ==== ==== Astral Projection ====
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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, Implant surgery will be blocked.+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. Gaes, instead of locking up magic, simply do massive physical damage instead.
  
 ==== 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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     * 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.1746118008.txt.gz · Last modified: by bishi