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houserules [2024/01/08 16:44] – Progress bloodninjahouserules [2024/05/07 22:42] (current) – [Initiation and Power Points] based on Khai's current comments in #Newbie. bloodninja
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 Regardless of how long a character stays connected to the MUD for, ''TIME'' will always report that the year is "2064-ish." Regardless of how long a character stays connected to the MUD for, ''TIME'' will always report that the year is "2064-ish."
 +
 +A "tick" is 1 MUD hour or 2 real minutes.
  
 ==== Lifestyle and Purchases ==== ==== Lifestyle and Purchases ====
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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). This corresponds to 11 real life minutes 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 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''). 
 + 
 +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 your memories are slipping away. Depending on what other traffic is being sent to your terminal that same instant, the warning can be overlooked. Include the Essence token in your Prompt to keep an eye on its progress (''HELP PROMPT'': ''@Z''). If augmentations have lowered your Essence to 1.0 or lower, you won't notice your memories slipping away; you'll just spontaneously rupture faster than DocWagon can respond.+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...". Depending on what other traffic is being sent to your terminal that same instant, the warning can be overlooked. Include the Essence token in your Prompt to keep an eye on its progress (''HELP PROMPT'': ''@Z''). If augmentations have lowered your Essence to 1.0 or lower, you won't notice your memories slipping away; you'll just spontaneously rupture faster than DocWagon can respond.
  
-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, targeting oneself with a Combat spell is blocked. Therefore everyone automatically teleports back to their physical body from their astral exploration to matter how distant or how lost in a maze, etc. the astral form has become (''HELP RETURN''). This makes astral Projection much more powerful as a risk-free means of exploring a slippery dark elevator shaft or when facing a maze of twisty little passages all alike.+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, targeting oneself with a Combat spell is blocked. Therefore everyone automatically teleports back to their physical body from their astral exploration no matter how distant or how lost in a maze, etc. the astral form has become (''HELP RETURN''). This makes astral Projection much more powerful as a risk-free means of exploring a slippery dark elevator shaft or when facing a maze of twisty little passages all alike.
  
 ==== Maintenance ==== ==== Maintenance ====
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 ==== Skill caps ==== ==== Skill caps ====
 +Skill caps apply to [[#natural_skills|natural skills]] and [[#skillsofts|skillsofts]].
 +
 === 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:
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   * Rank 12: Negotiation;   * Rank 12: Negotiation;
   * 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 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).
  
 === Magic Priority E === === Magic Priority E ===
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       * vehicles currently auto-win against magic;       * vehicles currently auto-win against magic;
       * no control over Control Pool;       * no control over Control Pool;
-      * vehicles cannot ''PUSH BUTTON'' or ''OPEN DOOR''; 
       * vehicles cannot shoot outside the Room in which they are located;       * vehicles cannot shoot outside the Room in which they are located;
       * drones have no Pilot and cannot ''FOLLOW'' or ''ASSIST'' the way Spirits and teammates can;       * drones have no Pilot and cannot ''FOLLOW'' or ''ASSIST'' the way Spirits and teammates can;
       * drones are usually too heavy to be manually carried from room to room (unless you're a troll rigger) (''HELP PUSH'', ''HELP DRAG'');       * drones are usually too heavy to be manually carried from room to room (unless you're a troll rigger) (''HELP PUSH'', ''HELP DRAG'');
       * armour can be added to vehicles (maximum of half body or +2) but not drones;       * armour can be added to vehicles (maximum of half body or +2) but not drones;
-      * can rig cars, trucks, bikes via RCDeck (''HELP SUBSCRIBE'', ''HELP CONTROL'') with no Driving skills (default to Reaction)+      * can rig cars, trucks, bikes via RCDeck (''HELP SUBSCRIBE'', ''HELP CONTROL'') with no Driving skills (default to Reaction) but //cannot// rig cars, trucks, bikes directly (''HELP RIG'') with no Driving skills (//cannot// default to Reaction);
-      * //cannot// rig cars, trucks, bikes directly (''HELP RIG'') with no Driving skills (//cannot// default to Reaction);+
       * all AutoNav is only implemented to traverse GridGuide-equipped terrain:       * all AutoNav is only implemented to traverse GridGuide-equipped terrain:
         * higher Rating AutoNav should be able to navigate without GridGuide;         * higher Rating AutoNav should be able to navigate without GridGuide;
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     * 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;     * 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:   * Perception:
-    * Ultrasound vision (MM.18) usually halves Normal Visibility Modifiers (SR3.282, MM.49) but the MUD implementation just uses it to see through Invisibility spells and technology (eg Ruthenium);+    * Ultrasound vision (MM.18) usually halves Normal Visibility Modifiers (SR3.282, MM.49) but the MUD implementation just uses it to [[#sorcery|see through Invisibility spells]] and technology (eg Ruthenium);
  
 ==== Not implemented ==== ==== Not implemented ====
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   * Tactical Computers add their Rating to attempts to resist Invisibility spells for mundanes only;   * 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;   * 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 "//some Pools// have limitations on how many dice can be added to a single test" (SR3.43) and the Task Pool isn't one of them. Adaptation, Astral, IVIS, Task (and possibly RitualPools do not limit dice); +  * Chipjack Expert Driver Task Pool is limited to the rating of the chipped skill. (In pen-and-paper play, only "//some Pools// have limitations on how many dice can be added to a single test" (SR3.43) and the Task Pool isn't one of them. Adaptation, Astral, IVIS, Task and Ritual Pools do not limit dice); 
-  * Chipjack Expert Driver provides its Task Pool to every skillsoft slotted (disregard ''HELP EXPERT'') even if not every skill (''HELP BROKERAGE''). (In pen-and-paper play, that would require a separate CED for each chipjack: MM.19);+  * Chipjack Expert Driver Task Pool [[#skillsofts|lowers the effective ceiling]] on [[#skill_caps|skill caps]] while every other Pool does not; 
 +  * <del>Chipjack Expert Driver provides its Task Pool to every skillsoft slotted (disregard ''HELP EXPERT'') even if not every skill (''HELP BROKERAGE''). (In pen-and-paper play, that would require a separate CED for each chipjack: MM.19);</del>
   * there is no Social Skills penalty for Essence below 3.5 (SR3.93, MM.48);   * 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);   * there is no Signature penalty for Essence below 3.0 (MM.47);
  
 Bugs: Bugs:
-  * Combat Skillsofts can benefit from combat pool (''CPOOL'') but this is unintentional (SR3.296); FIXME +  * <del>Combat Skillsofts can benefit from combat pool (''CPOOL'') but this is unintentional (SR3.296);</del> 
-  * logging out of the MUD while jacking a Skillsoft of a skill you naturally have can cause the natural skill to be forgotten; FIXME+  * <del>logging out of the MUD while jacking a Skillsoft of a skill you naturally have can cause the natural skill to be forgotten;</del>
  
 ==== Bioware ==== ==== Bioware ====
-In pen-and-paper play, Bioware counts as "natural and unaugmented" (MM.77) which means it cannot exceed the [[#Metatypes|Racial]] Maximum the way Cyberware, spells and drugs can when they generate augmented ratings (SR3.56, 41). In the MUD implementation, Bioware generates augmented ratings, so it can exceed the Racial Modified Limit.+  * In pen-and-paper play, Bioware counts as "natural and unaugmented" (MM.77) which means it cannot exceed the [[#Metatypes|Racial]] Maximum the way Cyberware, spells and drugs can when they generate augmented ratings (SR3.56, 41). In the MUD implementation, Bioware generates augmented ratings, so it can exceed the Racial Modified Limit. 
 +  * Tailored Pheromones II installed in mundane characters additionally reduce the TN by 1;
  
 Possible bugs: Possible bugs:
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 ===== Equipment ===== ===== Equipment =====
-Active players often ''DONATE'' surplus loot rather than lug it around in their bags, trying to find a merchant willing to offer scratch for it. 80% of donations are teleported to the Rummage Bins in the Neophyte Guild, often including abundant branded armour, and firearms without ammunition. Combined with the generous Nuyen awards from Neophyte Johnson autoruns, it is very viable to assign -5 Build Points to Resources in character generation (500Y) and acquire all necessary equipment from scavenging.+<del>Active players often ''DONATE'' surplus loot rather than lug it around in their bags, trying to find a merchant willing to offer scratch for it. 80% of donations are teleported to the Rummage Bins in the Neophyte Guild, often including abundant branded armour, and firearms without ammunition. Combined with the generous Nuyen awards from Neophyte Johnson autoruns, it is very viable to assign -5 Build Points to Resources in character generation (500Y) and acquire all necessary equipment from scavenging.</del>
  
 ==== Armour ==== ==== Armour ====
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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;
-  * ''DONATE'' items you think might help newbies (restrictions apply --- see ''PROBE'' for details);+  * <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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 Quirks: Quirks:
   * in pen-and-paper play, Skillwires can simultaneously run skillsofts whose sum //total// Rating is no greater than the Skillwires' Rating; in the MUD implementation, Skillwires can simultaneously run skillsofts whose //individual// Ratings are each no greater than the Skillwires' Rating;   * in pen-and-paper play, Skillwires can simultaneously run skillsofts whose sum //total// Rating is no greater than the Skillwires' Rating; in the MUD implementation, Skillwires can simultaneously run skillsofts whose //individual// Ratings are each no greater than the Skillwires' Rating;
-  * Knowsoft Link listed in shops //has been flagged NERPS, indicating it has no special coded effects// but it isn't -- the ''LINK'' command engages it; FIXME+  * 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, the total (Skillsoft Rating + Chipjack Expert Driver Rating) is subject to a [[#skill_caps|skill cap]] determined by your Magic Priority, such that full magicians (cap 8) cannot implant Skillwires VIII + CJED III (11 total) ie, the Task Pool itself must fit within the proscribed skill cap (in contrast, Combat Pool, Spell Pool, Hacking Pool, etc. are not required to fit inside the skill cap); 
 +  * <del>Knowsoft Link listed in shops //has been flagged NERPS, indicating it has no special coded effects// but it isn't -- the ''LINK'' command engages it;</del> FIXME
   * Knowsoft Link description says it accesses "any knowsofts downloaded into headware memory or piped through a datajack." In practice, it seems to need a chipjack; FIXME   * Knowsoft Link description says it accesses "any knowsofts downloaded into headware memory or piped through a datajack." In practice, it seems to need a chipjack; FIXME
-  * a mundane character is prevented from accessing //Nw    - Magical Skill Training// with //You don't have the ability to learn magic.// but they can JACK a Spell Design KnowSoft just fine and when they do, it asks for a Hermetic Sorcery Library; FIXME +  * <del>a mundane character is prevented from accessing //Nw    - Magical Skill Training// with //You don't have the ability to learn magic.// but they can JACK a Spell Design KnowSoft just fine and when they do, it asks for a Hermetic Sorcery Library;</del>
-  * During character generation, a character can purchase softs, upload them to headware memory, and sell the chips back to the merchant. This wouldn't be viable in pen-and-paper play.+
   * If 300MP is insufficient for 1.00 Essence, install a Data Compactor IV for 0.25 Essence that'll give you five times as much storage. In pen-and-paper play, you would not be blocked from installing more than 300MP.   * If 300MP is insufficient for 1.00 Essence, install a Data Compactor IV for 0.25 Essence that'll give you five times as much storage. In pen-and-paper play, you would not be blocked from installing more than 300MP.
  
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 If you deteriorate your character's fluency in English, //please be mindful of this and don't submit ''TYPO'' reports for garbage!// It is often challenging to know whether garbage text is intentional: If you deteriorate your character's fluency in English, //please be mindful of this and don't submit ''TYPO'' reports for garbage!// It is often challenging to know whether garbage text is intentional:
   * "spoons" (normally cutlery) and "clutch" (normally part of a car, or young birds in a nest) have esoteric meaning here;   * "spoons" (normally cutlery) and "clutch" (normally part of a car, or young birds in a nest) have esoteric meaning here;
-  * some contributors avoid capitalising acronyms so that their initialisms masquerade as typos;+  * 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!);   * certain regional localisations struggle with plurals: "a ways" and "a foci" are particularly popular here ("a dice" is surprisingly not!);
  
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 ==== Cosmetic ==== ==== Cosmetic ====
-The Unarmed Combat skill has been renamed to Brawling. It is the only skill used in Astral Combat (Sorcery or the skill associated with your Weapon Focus is not used). FIXME+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 Gunnery skill has been renamed to Mounted Gunnery.
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   * Machine Guns   * Machine Guns
 and //does not// Default To Skill (SR3.84) between them. 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. Laser rifles use the Rifles skill rather than Laser Weapons.
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 MUD implementation provides: MUD implementation provides:
   * unlimited applications of First Aid while Wounds are high enough to stay in Body Overflow (SR3.125);   * unlimited applications of First Aid while Wounds are high enough to stay in Body Overflow (SR3.125);
-  * [[#Skill caps|Skill level]] ÷ 3 applications of First Aid thereafter, which if capped means:+  * [[#Skill_caps|Skill level]] ÷ 3 applications of First Aid thereafter, which if capped means:
     * 2 attempts to provide First Aid by a magician (8/3=2);     * 2 attempts to provide First Aid by a magician (8/3=2);
     * 3 attempts to provide First Aid by an adept (10/3=3);     * 3 attempts to provide First Aid by an adept (10/3=3);
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 DocWagon retrieval depends on your character owning a Modulator, wearing it, ''BOND''ing it, being in an accessible Room, and being dealt 10 or more Boxes of Wounds. The Modulator attempts repeatedly to secure your extraction until you exceed Body Overflow - the longer this takes, the greater the chance DocWagon will respond. Successful retrieval costs 10% of your carried cash and is deducted directly from your bank account (or cash, if your bank account is depleted). Successful retrieval preserves the current Job. Successful retrieval delivers your character with their worn and carried equipment to the DocWagon recovery room. Failure delivers the player to the login menu which brings them to the DocWagon recovery room with no worn or carried equipment (not even a Modulator). Just like in Diablo II, your equipment is dropped in your corpse in the Room where you died (''HELP BELONGINGS'', ''HELP WHERE''). Getting to that Room, looting the corpse, and re-equipping every item while surviving hostile NPCs can be non-trivial. [[#Death|Belongings]] should survive copyovers. Belongings can only be looted by their owner. Corpses are intentionally programmed to be impossibly heavy to prevent trolls (the character meta, and the player attitude) from being disruptive. DocWagon retrieval depends on your character owning a Modulator, wearing it, ''BOND''ing it, being in an accessible Room, and being dealt 10 or more Boxes of Wounds. The Modulator attempts repeatedly to secure your extraction until you exceed Body Overflow - the longer this takes, the greater the chance DocWagon will respond. Successful retrieval costs 10% of your carried cash and is deducted directly from your bank account (or cash, if your bank account is depleted). Successful retrieval preserves the current Job. Successful retrieval delivers your character with their worn and carried equipment to the DocWagon recovery room. Failure delivers the player to the login menu which brings them to the DocWagon recovery room with no worn or carried equipment (not even a Modulator). Just like in Diablo II, your equipment is dropped in your corpse in the Room where you died (''HELP BELONGINGS'', ''HELP WHERE''). Getting to that Room, looting the corpse, and re-equipping every item while surviving hostile NPCs can be non-trivial. [[#Death|Belongings]] should survive copyovers. Belongings can only be looted by their owner. Corpses are intentionally programmed to be impossibly heavy to prevent trolls (the character meta, and the player attitude) from being disruptive.
  
-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.+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  a pile of them in chargen and selling them immediately in play).
  
 ===== Combat ===== ===== Combat =====
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 Weapon accessories are simplified and their exceptions streamlined: 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;   * 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 Bayonet (CC.32) can be fitted to weapons smaller than rifles (where it continues to use the Pole Arms Skill but has less than 2 Reach); 
   * the Foregrip (CC.34) isn't restricted to SMGs, ARs and shotguns; etc.   * 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, they are compatible with Smartlink and allow a character to shoot firearms at targets in nearby Rooms: +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, they are compatible with Smartlink and //allow// a character to shoot firearms at targets in nearby Rooms without modifying the TN of doing so
-  * with no scope, a shooter can target victims in the current Room and immediately adjacent Rooms (the limit for pistols);+  * with no scope, a shooter can ''SCAN'' and ''SHOOT'' victims in the current Room and immediately adjacent Rooms (the limit for pistols);
   - Rating 1 scopes extend range to 2 Rooms away (the limit for SMGs);   - 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 miniguns, ARs, sports rifles);+  - 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);   - 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: This increases demand for the limited Mount slots, which increases the value of effects which can provide such benefits without consuming Mounts:
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   * Spell: Stealth / Silence obviates the need for a barrel-Mounted silencer / suppressor, and even works for firearms that cannot accommodate mundane sound suppression;   * 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;   * 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, only [[#Actions in Combat|one attack per Phase]] is made. Therefore that second attack doesn't take place. As a result, semi-automatics (whether pistol or assault cannon) gain nothing from recoil compensation.
  
 "Advanced" (rather than "optional") combat rules: "Advanced" (rather than "optional") combat rules:
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 Many hosts have no obvious exits, thanks to Universal Matrix Standards being deprecated (SR3.200). If you cannot ''LOCATE HOST'', you can navigate up one level to the parent host with ''LOGON LTG''. Many hosts have no obvious exits, thanks to Universal Matrix Standards being deprecated (SR3.200). If you cannot ''LOCATE HOST'', you can navigate up one level to the parent host with ''LOGON LTG''.
 +
 +In pen-and-paper play:
 +  * SANs are "icons" representing a route to the next host (like clicking a shortcut);
 +  * 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't prevent logons to those subsystems;
 +  * 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's no code path for running the "decrypt the target" that occurs when you try to pass through the trapdoor to the other side.
 +
 +^ 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 (''POOLS'') for any character with ranks in the Active Skill: Computers. Without a deck, it equals simply Intelligence ÷ 3. Pen-and-paper play with only the Core book and no //Matrix// book supports Hacking Pool whenever using a Cyberdeck (SR3.207), but the //Matrix// rulebook refines / restricts / overrules this, tying it to the ASIST module. The Hacking Pool (SR3.207) is displayed (''POOLS'') for any character with ranks in the Active Skill: Computers. Without a deck, it equals simply Intelligence ÷ 3. Pen-and-paper play with only the Core book and no //Matrix// book supports Hacking Pool whenever using a Cyberdeck (SR3.207), but the //Matrix// rulebook refines / restricts / overrules this, tying it to the ASIST module.
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 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 'Turtle II' cyberdeck says it has a retractable waist strap for easy carrying, but such straps have been severed by manufacturers to avoid legal backlash from customers being assaulted for their waistline. Even if your custom deck looks like an innocuous Tamagotchi, keep it secret; keep it safe. 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 'Turtle II' cyberdeck says it has a retractable waist strap for easy carrying, but such straps have been severed by manufacturers to avoid legal backlash from customers being assaulted for their waistline. Even if your custom deck looks like an innocuous Tamagotchi, keep it secret; keep it safe.
  
-The Evasion Persona Program is used for manoeuvres and hiding from Trace IC which is not implemented in the MUD ([[khai_deckbuilding#persona_ratings|Khai]]) therefore it's viable to set up a Cyber__Deck__ as 6/6/-/6/6 without Evasion. You can't set up the CMT Avatar as 7/7/-/7/7 in character generation, due to Rating 7 exceeding the character generation limits (... at least for Persona, if not for Deck Rating!) so settle for 7/6/3/6/6. Khai's [[khai_deckbuilding#decker_creation|number-crunching]] indicates a Rating 7 with cold ASIST functions like a Rating 6 with hot ASIST, so excusing CMT Avatar within character generation evens things out overall.+The MPs consumed by Utilities scale //exponentially// with their Rating. The maximum MPs provided by custom-built Cyber__Deck__s scale //linearly// with their Rating (Active = MPCP ×250; Storage = MPCP ×600) as an artificial limit introduced by the MUD implementation. As a consequence, entry-level decks can field a full arsenal of MPCP-rating Utilities while the Decker is learning the ropes and figuring out what they need and how much of it they need. By the time they're using a MPCP 10 Deck, certain Utilities will need to be cut entirely or several [[aliases#matrix|downgraded to sub-MPCP-rating in order to squeeze into the memory limit]]. A MPCP 12 Deck requires the Decker to prioritise  exactly what they know they need for a run without any unnecessary surplus and to hotswap Utilities on-the-fly as conditions develop and priorities evolve. (This is similar to the [[#initiation_and_power_points|active Power Points]] minigame for Adepts.) 
 + 
 +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't implement it tracing you in meatspace; it just inflates your Tally faster: [[khai_deckbuilding#persona_ratings|Khai]]) therefore it's viable to set up a Cyber__Deck__ as 6/6/-/6/6 without Evasion. You can't set up the CMT Avatar as 7/7/-/7/7 in character generation, due to Rating 7 exceeding the character generation limits (... at least for Persona, if not for Deck Rating!) so settle for 7/6/3/6/6. Khai's [[khai_deckbuilding#decker_creation|number-crunching]] indicates a Rating 7 with cold ASIST functions like a Rating 6 with hot ASIST, so permitting CMT Avatar within character generation evens things out overall.
  
 ===== Magic ===== ===== Magic =====
 ==== Background Count ==== ==== Background Count ====
-Violent death raises the BGC within a Room. For example, if ''SCAN'' reveals a magician and a bodyguard in the next room, shooting the bodyguard will make spellcasting more difficult for the magician.+Violent death raises the BGC within a Room. For example, if ''SCAN'' reveals a magician and a bodyguard in the next room, shooting the bodyguard will make spellcasting more difficult for the magician by creating a Rating 1 Background Count. When casting spells, the MUD responses provide insight into the challenges you face in the current Room: 
 +  * "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" means there's a background count that's giving you a penalty. 
 +  * "You fail to bind the mana to your will" means you rolled zero successes on your spell.
  
-In pen-and-paper play, the metamagic "Cleansing cannot affect lasting, long-term background counts" (MitS.74) but in the MUD implementation, Cleansing is viable against both:+In pen-and-paper play, the [[metamagics|metamagic]] "Cleansing cannot affect lasting, long-term background counts" (MitS.74) but in the MUD implementation, Cleansing is viable against both:
   * temporary BGC caused by circumstances;   * temporary BGC caused by circumstances;
   * permanent BGC encoded into the Room;   * permanent BGC encoded into the Room;
  
 ==== Sorcery ==== ==== Sorcery ====
 +In the MUD implementation:
   * Spell targets must be in the same room as the caster;   * Spell targets must be in the same room as the caster;
   * When not in initiative passes, there's a half (real life) second delay between casts;   * When not in initiative passes, there's a half (real life) second delay between casts;
   * The act of casting a spell does not itself cause initiative to be rolled;   * 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's Negotiation) without aggressing them;   * NPCs can be debuffed (eg. merchants can be subject to Decrease Intelligence to improve the player's Negotiation) without aggressing them;
-  * all NPCs from cyberzombies to Force 50 spirits have 6 Essence so don't be afraid to try Decrease Attribute;+  * 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 //Decrease// Attribute in order to improve successes with //Increase// Attribute is discouraged by the pen-and-paper [[https://www.shadowruntabletop.com/game-resources/shadowrun-third-edition-faq/|FAQ]] but supported in the MUD implementation;   * debuffing a character with //Decrease// Attribute in order to improve successes with //Increase// Attribute is discouraged by the pen-and-paper [[https://www.shadowruntabletop.com/game-resources/shadowrun-third-edition-faq/|FAQ]] but supported in the MUD implementation;
 +  * 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: SR3.197, MitS.52);   * Levitating (or otherwise ungrounded targets) gain no benefit against Lightning (discretionary: SR3.197, MitS.52);
  
 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, upgrading is discounted. However, you cannot learn a spell from player casters and learning a spell destroys the formula from which it was learnt. 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, upgrading is discounted. However, you cannot learn a spell from player casters and learning a spell destroys the formula from which it was learnt.
  
-Casting spells:+In the MUD when casting spells:
   * #successes is capped at 1 or Force (many spells describe a maximum number of //effective// successes anyway (eg 2× Force) but unilateral application is backported from SR4a.183);   * #successes is capped at 1 or Force (many spells describe a maximum number of //effective// successes anyway (eg 2× Force) but unilateral application is backported from SR4a.183);
   * normally this would trivialise ''DISPELL'' attempts, but NPCs don't take that action directly;   * normally this would trivialise ''DISPELL'' attempts, but NPCs don't take that action directly;
-  * #successes can be reduced by (mundane) enemy action if the spell is being Sustained through effort rather than via Focus or Elemental;+  * 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: Low Force is often advantageous:
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   * does not involve a Ritual team;   * does not involve a Ritual team;
   * does not target a remote location;   * does not target a remote location;
-  * costs Nuyen and time;+  * is instantaneous rather than taking hours per stage; 
 +  * costs raw Nuyen;
   * casts a spell with automatically maximised #successes in a single cast;   * casts a spell with automatically maximised #successes in a single cast;
   * still must be performed within a Circle or Lodge;   * still must be performed within a Circle or Lodge;
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 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. 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, it persists even if the caster is unconscious. It can only be applied to the caster; not allies and enemies (so no tampering with adversaries' attempts to buff or heal!) The same applies by extension to Reflecting metamagic.+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, it persists even if the caster is unconscious. It can only be applied to the caster; not allies and enemies (so no tampering with adversaries' attempts to buff or heal!) The same applies by extension to Reflecting [[metamagics|metamagic]].
  
 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. 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.
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 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, the Totem modifier is not applied to the Drain roll. FIXME 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, the Totem modifier is not applied to the Drain roll. FIXME
 +
 +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, they remain controlled.
  
 ==== Lodges and Libraries ==== ==== Lodges and Libraries ====
 In pen-and-paper play: In pen-and-paper play:
-  * a Lodge occupies 3m × 3m (SR3.166) and can be built within a Low lifestyle room (SSG.132)+  * a Lodge occupies 3m × 3m (SR3.166) and
-    * so long as it counts as being the Mentor Totem's Environment (eg, cave, under the open sky, on/by the sea); +    * can be built within a Low lifestyle room (SSG.132) provided it counts as being the Mentor Totem's Environment (eg, cave, under the open sky, on/by the sea); 
-    * it can be of arbitrarily high Rating provided the shaman can Talismong the materials or hit the Availability and spend the days required+    * can be of arbitrarily high Rating provided the shaman can Talismong the materials or hit the Availability and spend Force × days
-  * a Hermetic circle has a diameter of its Rating (SR3.167) and: +    * is built of reusable Materials (bones, quartz stones, tanned hides, etc.); 
-    * a Rating 2 can be built within a Low lifestyle room;+    * 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 4 can be built within a Middle lifestyle room;
     * a Rating 6 can be built within a High lifestyle room;     * a Rating 6 can be built within a High lifestyle room;
 +    * costs the (negligible, consumable) stick of chalk used to circumscribe it and Force × hours;
  
 In the MUD implementation: In the MUD implementation:
-  * the rating of shamanic Lodge construction is artificially capped at the shaman's natural Magic attribute (unaffected by an active Power focus);+  * 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's natural Magic attribute (reduced by augmentations, but not raised by an active Power focus)
 +    * 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:   * 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 (''HELP BUILD'', ''LODGE'' and ''CIRCLE'');     * this protects them from dissolving during a server restart / copyover and from anyone damaging them (''HELP BUILD'', ''LODGE'' and ''CIRCLE'');
     * the (Apartment) or (Garage) does not need to adhere to the Mentor Totem's Environment;     * the (Apartment) or (Garage) does not need to adhere to the Mentor Totem's Environment;
-  * there are permanent Lodges on Council Island dedicated to specific Mentor Totems. However, player characters who are Shamans of those Totems cannot benefit from them (eg for Spell Design, learning spells, etc.);+  * Lodges must be destroyed and recreated at full cost to change their rating;
  
 ==== Focus activation ==== ==== Focus activation ====
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 | cost | (new Grade +5) ×3 | 20 | | cost | (new Grade +5) ×3 | 20 |
  
-In pen-and-paper play, many [[adeptpowers|Adept Powers]] are always-on, some are temporary (Attribute Boost) and some are triggered (Suspended State). Adepts within a Mana Warp (MitS.85) "cannot simultaneously use more Power Points worth of powers than their effective Magic Rating." In the MUD implementation, adepts can learn a number of Powers equal to their addpoint + Magic attribute as a float, but they can only ''activate'' a number of Powers simultaneously equal to their Magic attribute as an integer. A Power's cost to ''activate'' is less than or equal to its cost to ''train'' (Improved Attribute).+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, "when an adept loses Magic, he chooses which powers are lost" ([[https://www.shadowruntabletop.com/game-resources/shadowrun-third-edition-faq/|FAQ]]) but in the MUD implementation, Powers are confiscated (seemingly at random) while they exceed adjusted Magic + addpoint.+In pen-and-paper play, many [[adeptpowers|Adept Powers]] are always-on, some are temporary (eg Attribute Boostand some are triggered (eg Suspended State). Adepts within a Mana Warp (MitS.85) "cannot simultaneously use more Power Points worth of powers than their effective Magic Rating" and an Adept Focus (SotA64.68) "does not grant adepts additional power points, but does affect the amount they can have active at a time". In the MUD implementation, adepts can learn a number of Powers equal to their addpoint + Magic attribute as a float, but they can only ''activate'' a number of Powers simultaneously equal to their Magic attribute as an integer. A Power's cost to ''activate'' is less than or equal to its cost to ''train'' (eg Improved Attribute).
  
-In pen-and-paper play, adepts can learn the Centring Metamagic multiple times (MitS.73), applying it to an increasing breadth of SkillsThe MUD implementation caps it to once only.+In pen-and-paper play, "when an adept loses Magic, he chooses which powers are lost" ([[https://www.shadowruntabletop.com/game-resources/shadowrun-third-edition-faq/|FAQ]]) but in the MUD implementation, Powers are confiscated (seemingly at random) while they exceed adjusted Magic + addpoint.
  
 To gain [[metamagics|Metamagic techniques]]: To gain [[metamagics|Metamagic techniques]]:
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 ===== Rigging ===== ===== 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 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.+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/tracked drones and vehicles, just like the Rotor Aircraft skill is used to fly helicopters and rotodrones. The player can Default (the VCR halves Defaulting penalty) if it is favourable to do so. 
 + 
 +In the MUD implementation, a rigger with no Vehicle Skills can drive their car perfectly well via their RCDeck //while they are not in it// but the moment they enter their car and plug a cable in to rig it, they find they have no idea how to drive.
  
 A Rigger can: A Rigger can:
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 This is inconsistent. FIXME This is inconsistent. FIXME
  
-In pen-and-paper play, the Car skill is used to drive wheeled/tracked drones and vehicles, just like the Rotor Aircraft skill is used to fly helicopters and rotodrones. The player can Default (the VCR halves Defaulting penalty) if it is favourable to do so. +GridGuide is built //into the roads// and AutoNav is built //into the cars//. In the MUD implementation, AutoNav is constrained to gridlinked terrain. If a newly purchased vehicle lacks AutoNav, it will need to be ''PUSH''ed into the back of a truck with enough Load to convey it to a workshop (''GRID JUNKYARD'' then west), or ''TOW''ed (doesn't work for motorcycles), or:
- +
-In the MUD implementation, a rigger with no Vehicle Skills can drive their car perfectly well via their RCDeck //while they are not in it// but the moment they enter their car and plug a cable in to rig it, they find they have no idea how to drive. +
- +
-If a newly purchased vehicle lacks AutoNav, it will need to be ''PUSH''ed into the back of a truck with enough Load to convey it to a workshop (''GRID JUNKYARD'' then west) or:+
   - ''BUY'' a Vehicle Workshop;   - ''BUY'' a Vehicle Workshop;
   - ''DROP'' it beside the vehicle;   - ''DROP'' it beside the vehicle;
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 In the MUD implementation, a drone or vehicle which takes enough Boxes to fill its damage track becomes (Wrecked). It can be ''DRAG''ged to a different Room or into the back of a vehicle; it can be ''TOW''ed by a forklift from the junkyard (towing must be initiated at ''SPEED IDLE''). If a copyover occurs while a (Wrecked) vehicle is in a non-(Garage) Room, it will be teleported to the Taco Junkyard regardless of which building or country it was in previously. If a copyover occurs while a (Wrecked) vehicle is in the Junkyard, that vehicle is erased (''HELP GARAGE'', ''HELP JUNKYARD''). In the MUD implementation, a drone or vehicle which takes enough Boxes to fill its damage track becomes (Wrecked). It can be ''DRAG''ged to a different Room or into the back of a vehicle; it can be ''TOW''ed by a forklift from the junkyard (towing must be initiated at ''SPEED IDLE''). If a copyover occurs while a (Wrecked) vehicle is in a non-(Garage) Room, it will be teleported to the Taco Junkyard regardless of which building or country it was in previously. If a copyover occurs while a (Wrecked) vehicle is in the Junkyard, that vehicle is erased (''HELP GARAGE'', ''HELP JUNKYARD'').
 +
 +In pen-and-paper play, the Mechanical Arm (R3.152, 66, 24) can be used by a drone/vehicle to push buttons, pick up and drop items, etc. In the MUD implementation, this modification is named "Grabbers".
  
 ---- ----
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   * Lightning Reflexes;   * Lightning Reflexes;
  
 +The following have custom implementation:
 +  * Daredevil (3 points): 3 free automatic successes per PRun
 ===== Archetypes ===== ===== Archetypes =====
 The following are available: The following are available:
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     * Quickening Metamagic on spells higher than Force 4;     * Quickening Metamagic on spells higher than Force 4;
     * NERPS foci of Forces higher than coded MUD provision;     * 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" (meaning a parasol-like shade-hat);
 +  - 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 ===== ===== Substances and pathogens =====
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   * [[https://discord.com/channels/564618629467996170/788953927269613608/1125051089469849692|Link]]: Mentor Totem advantages are not applied to Summoning Drain;   * [[https://discord.com/channels/564618629467996170/788953927269613608/1125051089469849692|Link]]: Mentor Totem advantages are not applied to Summoning Drain;
   * [[https://discord.com/channels/564618629467996170/788953927269613608/1125093661743521953|Link]]: dwarf / ork metavariants are charged a steep tax which elf / troll metavariants are not;   * [[https://discord.com/channels/564618629467996170/788953927269613608/1125093661743521953|Link]]: dwarf / ork metavariants are charged a steep tax which elf / troll metavariants are not;
-  * [[https://discord.com/channels/564618629467996170/1128562852026929172|Link]]: Astral Spell Pool is reset and auto configured every time you Project, and in a suboptimal way that doesn't allocate all your dice (workaround with ''[[aliases|ALIAS]]'');+  * <del>[[https://discord.com/channels/564618629467996170/1128562852026929172|Link]]: Astral Spell Pool is reset and auto configured every time you Project, and in a suboptimal way that doesn't allocate all your dice (workaround with ''[[aliases|ALIAS]]'')</del>;
   * [[https://discord.com/channels/564618629467996170/788953927269613608/1128610232994631720|Link]]: Astral Projection doesn't always bring a bonded Focus along;   * [[https://discord.com/channels/564618629467996170/788953927269613608/1128610232994631720|Link]]: Astral Projection doesn't always bring a bonded Focus along;
-  * [[https://discord.com/channels/564618629467996170/788953927269613608/1128908030319276032|Link]]: players respawn (in DocWagon recovery) still wielding whatever weapon they held at death, risking antagonising NPCs on the streets;+  * <del>[[https://discord.com/channels/564618629467996170/788953927269613608/1128908030319276032|Link]]: players respawn (in DocWagon recovery) still wielding whatever weapon they held at death, risking antagonising NPCs on the streets</del>;
   * [[https://discord.com/channels/564618629467996170/788953927269613608/1129266158500061254|Link]]: being Concealed by a Nature Spirit erroneously displays as Engulfment when checking ''STATUS'';   * [[https://discord.com/channels/564618629467996170/788953927269613608/1129266158500061254|Link]]: being Concealed by a Nature Spirit erroneously displays as Engulfment when checking ''STATUS'';
   * [[https://discord.com/channels/564618629467996170/788953927269613608/1130113992648560730|Link]]: Nature Spirits will not remain to Sustain the final Service exacted from them with ''ORDER'';   * [[https://discord.com/channels/564618629467996170/788953927269613608/1130113992648560730|Link]]: Nature Spirits will not remain to Sustain the final Service exacted from them with ''ORDER'';
houserules.1704761073.txt.gz · Last modified: 2024/01/08 16:44 by bloodninja