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houserules [2024/01/22 02:12] – Progress bloodninja | houserules [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, '' | Regardless of how long a character stays connected to the MUD for, '' | ||
+ | |||
+ | A " | ||
==== 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). | + | 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). |
+ | |||
+ | 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 | + | Towards the end of that time, as your Essence drops to 1, the system will warn you that "You feel memories |
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, | 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, | ||
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==== Skill caps ==== | ==== Skill caps ==== | ||
+ | Skill caps apply to [[# | ||
+ | |||
=== Magic Priority A === | === Magic Priority A === | ||
Magic is assigned to Priority A by Magicians (ie Mages and Shamans) < | Magic is assigned to Priority A by Magicians (ie Mages and Shamans) < | ||
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* Rank 12: Negotiation; | * Rank 12: Negotiation; | ||
* Rank 10: all other skills; | * Rank 10: all other skills; | ||
- | Nonetheless, | + | Nonetheless, |
=== 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 '' | ||
* 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 '' | * 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) ('' | * 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; | * armour can be added to vehicles (maximum of half body or +2) but not drones; | ||
- | * can rig cars, trucks, bikes via RCDeck ('' | + | * can rig cars, trucks, bikes via RCDeck ('' |
- | * //cannot// rig cars, trucks, bikes directly ('' | + | |
* 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 "// | + | * Chipjack Expert Driver Task Pool is limited to the rating of the chipped skill. (In pen-and-paper play, only "// |
- | * Chipjack Expert Driver provides its Task Pool to every skillsoft slotted (disregard '' | + | * Chipjack Expert Driver Task Pool [[# |
+ | * <del>Chipjack Expert Driver provides its Task Pool to every skillsoft slotted (disregard '' | ||
* 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 ('' | + | * <del>Combat Skillsofts can benefit from combat pool ('' |
- | * logging out of the MUD while jacking a Skillsoft of a skill you naturally have can cause the natural skill to be forgotten; | + | * <del>logging out of the MUD while jacking a Skillsoft of a skill you naturally have can cause the natural skill to be forgotten;</ |
==== Bioware ==== | ==== Bioware ==== | ||
- | In pen-and-paper play, Bioware counts as " | + | * In pen-and-paper play, Bioware counts as " |
+ | * 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 '' | + | <del>Active players often '' |
==== Armour ==== | ==== Armour ==== | ||
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When this happens, you can: | When this happens, you can: | ||
* '' | * '' | ||
- | * '' | + | * <del>'' |
* '' | * '' | ||
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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' | * in pen-and-paper play, Skillwires can simultaneously run skillsofts whose sum //total// Rating is no greater than the Skillwires' | ||
- | * Knowsoft Link listed in shops //has been flagged NERPS, indicating it has no special coded effects// but it isn't -- the '' | + | * 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, |
+ | * <del>Knowsoft Link listed in shops //has been flagged NERPS, indicating it has no special coded effects// but it isn't -- the '' | ||
* Knowsoft Link description says it accesses "any knowsofts downloaded into headware memory or piped through a datajack." | * Knowsoft Link description says it accesses "any knowsofts downloaded into headware memory or piped through a datajack." | ||
- | * 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>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;</ |
- | * During character generation, a character can purchase softs, upload them to headware memory, and sell the chips back to the merchant. This wouldn' | + | |
* If 300MP is insufficient for 1.00 Essence, install a Data Compactor IV for 0.25 Essence that' | * If 300MP is insufficient for 1.00 Essence, install a Data Compactor IV for 0.25 Essence that' | ||
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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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Many hosts have no obvious exits, thanks to Universal Matrix Standards being deprecated (SR3.200). If you cannot '' | 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 (SR3.207) is displayed ('' | ||
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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 ' | 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 Evasion Persona Program is used for manoeuvres and hiding from Trace IC which is not implemented in the MUD ([[khai_deckbuilding# | + | 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 ===== | ===== Magic ===== | ||
==== Background Count ==== | ==== Background Count ==== | ||
- | Violent death raises the BGC within a Room. For example, if '' | + | 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]] " | In pen-and-paper play, the [[metamagics|metamagic]] " | ||
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==== 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' | * When not in initiative passes, there' | ||
* 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' | * NPCs can be debuffed (eg. merchants can be subject to Decrease Intelligence to improve the player' | ||
- | * 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 // | * 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: | * Levitating (or otherwise ungrounded targets) gain no benefit against Lightning (discretionary: | ||
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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, | 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 ==== | ==== Lodges and Libraries ==== | ||
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* is built of reusable Materials (bones, quartz stones, tanned hides, etc.); | * is built of reusable Materials (bones, quartz stones, tanned hides, etc.); | ||
* can be upgraded in-place; | * can be upgraded in-place; | ||
- | * a Hermetic circle has a diameter of its Rating (SR3.167) and: | + | * a Hermetic circle has a diameter of its Rating |
- | * a Rating 2 can be built within a Low lifestyle room; | + | * 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; | ||
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In the MUD implementation: | In the MUD implementation: | ||
- | * the rating of shamanic Lodge construction is artificially capped at the shaman' | + | |
+ | * 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; | ||
+ | | ||
+ | * 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 ('' | * 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' | * 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; | * Lodges must be destroyed and recreated at full cost to change their rating; | ||
- | * construction is instantaneous; | ||
- | * 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.); | ||
==== 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 | + | The MUD implementation limits magicians |
- | In pen-and-paper play, "when an adept loses Magic, he chooses which powers are lost" ([[https:// | + | 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, adepts can learn the Centring Metamagic multiple times (MitS.73), applying it to an increasing breadth of Skills. The MUD implementation | + | In pen-and-paper play, "when an adept loses Magic, he chooses which powers are lost" |
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 |
+ | |||
+ | In pen-and-paper play, the Car skill is used to drive wheeled/ | ||
+ | |||
+ | In the MUD implementation, | ||
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 | + | GridGuide |
- | + | ||
- | In the MUD implementation, | + | |
- | + | ||
- | If a newly purchased vehicle lacks AutoNav, it will need to be '' | + | |
- '' | - '' | ||
- '' | - '' | ||
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In the MUD implementation, | In the MUD implementation, | ||
+ | |||
+ | In pen-and-paper play, the Mechanical Arm (R3.152, 66, 24) can be used by a drone/ | ||
---- | ---- | ||
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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" | ||
+ | - 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:// | * [[https:// | ||
* [[https:// | * [[https:// | ||
- | * [[https:// | + | * <del>[[https:// |
* [[https:// | * [[https:// | ||
- | * [[https:// | + | * <del>[[https:// |
* [[https:// | * [[https:// | ||
* [[https:// | * [[https:// |